Photon Map and Light Falloff ?

Hi All

Maybe it’s more for “Render theory” but we’ve not privilages to post there. We are programmers and our actual work is related with area lights and photon maps. Our Q is:

What is a relation between Photon Map and Light Falloff in VRay?

Details: for radial and area lights a photons’ density falls quadratic by distance, just cause photons are dispersed. So, these lights should have quadratic attenuation always? (otherwise direct/indirect illumination would not correspond each to another). And the second (related) Q:

What are ways in VRay to suppress unwanted overbright nearby light(s) with quadratic attenuation?

Thank you

can you post an image of your problem?

http://www.quickfilepost.com/download.do?get=a0118af6f3256376ab267be9a5cca8b1

(can’t attach here)

This issue is typically solved with color/tone mapping on the final image to bring the HDR portions into normal range.

In V-Ray, VRayLights have quadratic falloff by default. The user can turn it off, but then the direct light will not match the results from the photon map. Using gathering GI methods however, works fine even in this case.

Best regards,
Vlado

judging by that image you should ask chaos group guys for full forum access

Hi, Vlado[quote=“vlado, username:vlado”]
This issue is typically solved with color/tone mapping on the final image to bring the HDR portions into normal range.

In V-Ray, VRayLights have quadratic falloff by default. The user can turn it off, but then the direct light will not match the results from the photon map. Using gathering GI methods however, works fine even in this case.
[/quote]

Clear, thx for the reply