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Vray light material - multiplier?

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  • Vray light material - multiplier?

    This may have been asked before but either the search engine is not optimal or I'm just no good at using it, which is why I have to ask. (again?)

    What value does the multiplier of the light material represent? Is it in watts as with the vray light, normalise on/off?

    I have to do some (fairly realistic) studies/representations of 25 watts LEDs in action.

    thanks in advance..

    cheers,
    K.

  • #2
    If you have the lumens for the self-illuminating object (e.g. 1700 lm for a 100-watt bulb) you need to divide this by the surface area in meters (use the Measure utility for this), and you'll get the multiplier for the material.

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

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    • #3
      alright, thank you very much..

      cheers,
      Karsten

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      • #4
        If I am using Feet and inches (system unit = 1inch) do I need to convert the surface area to square meters in the calculation?

        thanks

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        • #5
          Originally posted by jonahhawk
          If I am using Feet and inches (system unit = 1inch) do I need to convert the surface area to square meters in the calculation?

          thanks
          yes.

          Best regards,
          nikki Candelero
          .:: FREE Your MINDs, LIVE Your IDEAS ::.

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          • #6
            candles

            Thanks Nikki,

            I made candle flames that are about .002 sq meters which, unintentionally, calced out to be about 1 candella/mult of 40. of course!

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            • #7
              looks pretty good

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              • #8
                Originally posted by vlado
                If you have the lumens for the self-illuminating object (e.g. 1700 lm for a 100-watt bulb) you need to divide this by the surface area in meters (use the Measure utility for this), and you'll get the multiplier for the material.

                Best regards,
                Vlado
                I dont know if this is in the manual. but it should be there...

                -Tom

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