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View Full Version : physical light matching


AdipNayak
12-17-2004, 11:52 AM
we r tryin to replicate real worl lights usin .ies profiles for diff voltage lights, the idea is to create a library with diff voltage n type lights i.e. floursence halogen.... we tried n worked out light fall off but the problem is to get the right photon energy since evrythinz very relative, is there like a scientific way out or has anybody tried this out earlier plzz share ur results....

floze
12-17-2004, 12:26 PM
Well, my exerience is that the photon intensity should be light intensity*10, with falloff set to quadratic. But this seems to work only with physically correct behaving shaders like the dgs ones.
If you ever used caustics to 'fake' direct illumination (just put a refracting surface in front of your lightsource), you'd see using the photon intensity/10 for light intensity leads to almost the same result.

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