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VrayLight - Separate Visual Intensity Value from Scene Contribution Value

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  • VrayLight - Separate Visual Intensity Value from Scene Contribution Value

    I am not sure if I, or others, have already requested this (it's quite likely, so please ignore if so), but something I struggle with all the time, on almost every project, is having lights that contribute nicely to the lighting in the scene in terms of their multiplier/intensity, but that render far too bright themselves, resulting in blow-outs and aliasing on the edges. A classic example is visible bulbs like fairy lights or chain lights on trees, or those nice low-power retro filament bulbs that are "in" at the moment. It's often the case that you need to whack their intensities up to higher-than-normal/real values to get them to play nicely in the scene, but they then render with an RGB value of way above 1.0, often as high as 70 or more. This then results in the classic unwanted aliased edges around those objects. We now have the ability to control a light's reflection and/or specular contribution separately which is awesome, so this same functionality for the diffuse visibility would be hugely useful. An entry for "Visual Intensity Multiplier" would be my suggestion, or something similar.

    My current workaround for this is to duplicate these lights and have one version visible to the camera but at a low intensity, so they don't blow out, and one not visible to camera but with a high intensity that actually lights the scene as needed. But this is obviously cumbersome and slows the render down. It also makes scene management needlessly complicated.

    Any chance of this?

    Many thanks,

    PS. quick question while I'm here, somewhat related - is there a histogram in the VFB anywhere? If not, would be a very quick way to check if anything's overexposed or underexposed or the scene is too heavy in one direction and needs balancing.
    Alex York
    Founder of Atelier York - Bespoke Architectural Visualisation
    www.atelieryork.co.uk

  • #2
    Yeah I often have this problem as well, have generally resigned to just using light mtl for the visible object and then a separate vray light for the light casting.

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