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