[Bf-cycles] Normalized Emission shader
marcdion1974 at gmail.com
Sun Nov 9 20:09:00 CET 2014
Maybe it didn't work properly.
It does seem like a good idea though for an object's power output to remain
constant for smaller changes at least, minor size and shape changes.
Otherwise, if I understand this correctly, mesh lights would have to always
be built first or changes to it will impact all the material settings.
Personally I prefer to only use mesh lights at or around 1.0 for the
power. For a standard light bulb, you can put a point light inside the
Mesh-Emitter and make the back-faces transparent so you see a light but
it's a cleaner light type->a Point Light. Waaaaay less noise this way.
Norwill altering the mesh have a perceptible change on the scene lighting.
On Sun, Nov 9, 2014 at 9:43 AM, Marco G <marco.gzt at gmail.com> wrote:
> Forgot quick link about it
> 2014-11-09 18:41 GMT+01:00 Marco G <marco.gzt at gmail.com>:
>> Hi members,
>> months ago a feature regarding the Emission node has been removed, the
>> problem is that it was never exposed to the UI but actually pretty useful,
>> so i'm writing to ask to bring it back if possible and if other members
>> With this option enabled the total amount of emitted light is the same
>> regardless of the mesh size. (it would still be optional of course).
>> Biggest advantage it would be that once you're satisfied with how much
>> light you have in your scene you can resize the light without affecting its
>> power, for example to make it bigger to soften shadows or get bigger
>> reflections, without the need to adjust the strenght since it would stay
>> If reimplemented, maybe a flag "Normalize" exposed in the emission node
>> would do the job?
>> Tooltip: "If checked, the total amount of emitted light is the same
>> regardless of the mesh size"
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> Bf-cycles at blender.org
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