Announcement

Collapse
No announcement yet.

New GGX light distribution for VRayLights with directionality

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • New GGX light distribution for VRayLights with directionality

    We all know the issue with VRayLights and directionality seen through reflection/refraction. Now we have something ready as a fix, but it comes at a price - the light beam looks different.

    At the example below - plane and two disc lights with directionality set to 0.94 / 0.85 / 0.6 respectively. Left image is the old method, right one the new GGX light distribution.

    Click image for larger version

Name:	3dsmax_JS67qd2EYn.gif
Views:	1291
Size:	769.5 KB
ID:	1160102

    I can provide a build for those who want to test it locally (V-Ray 6 license required).

    Eager to hear your thoughts!​
    If it was that easy, it would have already been done

    Peter Matanov
    Chaos

  • #2
    Cool if it fixes that bug. I don't mind the different shape a bit.
    www.hrvojedesign.com

    Comment


    • #3
      Is the previous light distribution physically wrong? (Is the new GGX light distribution more physically accurate?)

      Compatibility should be fine if there is a switch to revert to the previous light distribution.​

      OakCorp Japan - Yuji Yamauchi
      oakcorp.net
      v-ray.jp

      Comment


      • #4
        Same question as flat, which is the more physical correct distribution? For me I don't mind though as long as the bug is fixed
        A.

        ---------------------
        www.digitaltwins.be

        Comment


        • #5
          Both distributions are correct (they are similar to adding an IES profile to a light), however with the GGX-like distribution, the light is not so dark when viewed from the side.

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

          Comment


          • #6
            Can we still get full directionality with the new method? In other words, what about a value of 1.0 ? It is already difficult to control when you want a very directional light (by difficult to control I mean we have to use many decimal places to make small tweaks once we get close to 1.0. Rarely do we ever want a true 1.0, but we often want the light o look a heck of a lot more like a spotlight, and tweaking fine values between 0.98 and 1.0 is touchy.

            Comment


            • #7
              The new GGX lights look great to me, perfect for washing up the sides of buildings at night etc. I presume there will be a "GGXness" spinner to set it as required? Or is it just an on/off tickbox? I'm hoping for the former!
              http://www.glass-canvas.co.uk

              Comment


              • #8
                matanov I wonder how this new behavior affects the direct visibility of the lights source, if at all. Talking about the usual problem of area light being shown as black square/circle in render, if the directionality is too high and camera is outside of that solid angle. It`s annoying to deal with, adding another piece of geo under with light material and all that. So i wonder if with this update we still going to see black area. I understand the reality vs the cg approach difference of the phenomena, hence why it`s black. I think artistically, people expect to see source as something bright, even at low glazing angles. Thoughts?

                Noemotion.net - www.noemotion.net

                Peter Sanitra - www.psanitra.com

                Noemotionhdrs.net - www.noemotionhdrs.net

                Comment


                • #9
                  We are still experimenting, but yes - in this implementation the camera angle is still affecting the looks of the source. GLASS-CANVAS - yes there is a GGX spinner in this variant.

                  Click image for larger version

Name:	3dsmax_eMNNfYyy8X.png
Views:	847
Size:	68.8 KB
ID:	1161692
                  If it was that easy, it would have already been done

                  Peter Matanov
                  Chaos

                  Comment


                  • #10
                    So this is still not in Vray6 hotfix3? I just installed it and my LEDs are still black behind the glass.
                    www.hrvojedesign.com

                    Comment


                    • #11
                      Originally posted by Crayox13 View Post
                      So this is still not in Vray6 hotfix3? I just installed it and my LEDs are still black behind the glass.
                      No, it's planned for Update 1 (V-Ray 6.1).
                      If it was that easy, it would have already been done

                      Peter Matanov
                      Chaos

                      Comment


                      • #12
                        Oh I see. Thx
                        www.hrvojedesign.com

                        Comment


                        • #13
                          it's not in update 1
                          Pixelschmiede GmbH
                          www.pixelschmiede.ch

                          Comment


                          • #14
                            No, not yet as we changed the original approach to something that seems to work better and there wasn't time to fully implement it for Update 1.

                            Best regards,
                            Vlado
                            I only act like I know everything, Rogers.

                            Comment


                            • #15
                              Hi, any update on this? is it implemented in VRay 6?
                              Best regards,
                              Jackie Teh
                              --

                              3ds max design 2023, V-Ray 6, Update 2.1 [6.20.06 build 00000]
                              AMD Threadripper 1950X @3.40 GHz | 64GB RAM | Nvidia RTX 3070 ti
                              Website: https://www.sporadicstudio.com
                              Email: info@sporadicstudio.com
                              YouTube: https://www.youtube.com/c/SporadicStudio

                              Comment

                              Working...
                              X