release Aug build
Scaling a light in the viewport (transform scaling) has some unintended consequences. I think scaling the light is scaling the diffuse and reflection contributions of the light more than it does when you use the lights U and V size. For example. When you set a light to "Lumens", the scale of the light should not affect its intensity. But it does. Things get uncontrollably bright when scaled up by say 50 or 100 in the X,Y. I set to 1500 lumens, and the scale of the light indeed goes much brighter. This is also the case when using a texture on the light, and has some even stranger reactions there...
Scaled via transforms and not UVsize; using a texture on the rectLight; shining on a glossy chrome material, the reflections are very strange. Inverted? Use about a .85 for reflGloss.
I didn't pack up a scene, since it's pretty easy to reproduce. Let me know if you need one tho.
Scaling a light in the viewport (transform scaling) has some unintended consequences. I think scaling the light is scaling the diffuse and reflection contributions of the light more than it does when you use the lights U and V size. For example. When you set a light to "Lumens", the scale of the light should not affect its intensity. But it does. Things get uncontrollably bright when scaled up by say 50 or 100 in the X,Y. I set to 1500 lumens, and the scale of the light indeed goes much brighter. This is also the case when using a texture on the light, and has some even stranger reactions there...
Scaled via transforms and not UVsize; using a texture on the rectLight; shining on a glossy chrome material, the reflections are very strange. Inverted? Use about a .85 for reflGloss.
I didn't pack up a scene, since it's pretty easy to reproduce. Let me know if you need one tho.
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