[Bf-cycles] Normalized Emission shader
gregzzmail at gmail.com
Wed Nov 12 16:05:34 CET 2014
I agree this could be useful. I'm guessing it'll work by checking the total
surface area which emits light and calculate the intensity based on that
maybe? Would there be any significant performance hit when (and when not)
using this feature?
Personally I would prefer if this were not the default behavior, but we can
have that argument when/if it's implemented.
Similarly, it might be useful to have the opposite behavior for regular
lamps - increasing the intensity as the size increases.
On 12 November 2014 16:27, Marco G <marco.gzt at gmail.com> wrote:
> Hi, i'm happy other people thinks it's useful. Thomas said it could
> implement it *eventually*, IF there is enough interest.
> @Marc Dion, actually it's geared more towards another use case, mostly
> flat mesh lights out of camera frustum to light subjects, withtout the need
> to touch anymore its strength and instead focus on size/position etc to get
> desired result...
> Hope to hear from other Cycles module member Greg and Matthew too. It's
> one of those optional little features which improve daily work a lot.
> 2014-11-09 21:03 GMT+01:00 David Black <db4tech at yahoo.co.uk>:
>> Hi Marco,
>> This is something I feel would be very helpful as the default behaviour.
>> While improving Sweet Home 3D's render engine results (user db4tech),
>> lights is one of the areas I looked at, allowing size (for soft shadows) and
>> intensity changes, previously lights had a small fixed size and intensity.
>> One of my goals, to make it easier for artists, was to try and make sure
>> lights intensity remained constant while size was adjusted. Certainly made
>> light manipulation a lot easier and received very positive feedback.
>> Link: (render results image links are no longer working)
>> On 09/11/2014 17:41, Marco G wrote:
>> 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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