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Messages - 3dwannab

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[Max] I need help! / Re: Light conversion to watts questions
« on: 2019-09-26, 16:45:04 »
Many thanks.

I'll work on this maxscript and see the results once I export the scene and import to the other software.

[Max] I need help! / Re: Light conversion to watts questions
« on: 2019-09-26, 16:16:24 »
Oops.. sorry. I meant:

Radiance (W/(sr*m^2)) to Radiosity (W/m^2)

If I understand this now, I take the (W/(sr*m^2)) value and multiply it by PI (3.1415...)?

Then I have the lumens, lux and Candelas values that need to be converted to Watts.

Are my calculations correct in the first post?

[Max] I need help! / Re: Light conversion to watts questions
« on: 2019-09-26, 15:30:58 »
So my calculations from lumens, lux and candela are fine to Watts in my first post or does the size of the emitter need to be taken into consideration for these?

Thanks, as part of the dev team I feel a little less stupid when you find this difficult to understand. ;)
I did read that Wiki page and after some head-scratching, I came out with nothing.

So, to recap
For the Sun, lights (with intensity unit of W/(sr.m^2) and LightMtls I req. a conversion (taking into consideration the size and strength) from W/m^2  to W/(sr.m^2)

[Max] I need help! / Re: Light conversion to watts questions
« on: 2019-09-26, 13:22:31 »
The sun is quite confusing.

1 for intensity and 1 as the size are suppose to be real-world representations of it going by the tooltips both.

The program that I'm exporting to has W/m^2 which again, I'm not sure if it's the same or not as W/(sr.m^2).

[Max] I need help! / Re: Light conversion to watts questions
« on: 2019-09-26, 12:28:20 »
I'm not sure I understand.

If I put 0.5 in as the default for W/(sr.m^2) and then switch to lumen the value that is displayed as 908.408 lm which is 60.56 Watts going by the formula below.

Lumens / (Lumens per watt) = Watts
908.408 lm / 15 lm/W = 60.56 W

This confuses me as the default for the sun is 1 W/(sr.m^2) meaning that:

1816.816 lm which is 1 W/(sr.m^2)

Again, Lumens / (Lumens per watt) = Watts
1816.816 lm / 15 lm/W = 121.12 W

So, the sun = 121 Watts

Which seems quite incorrect :)

[Max] I need help! / Light conversion to watts questions
« on: 2019-09-25, 23:22:51 »
Hi all,

1. I'm wanting to clarify what the unit of measurement the following have in respect to real-world values:

I believe it's W/(sr.m^2) for both especially the CoronaLightMtl going by the helpdesk page.
Corona supports Candela (cd), Lumen (lm) and Lux (lx) units. If it's not specified (for example in standard lights, Corona material's self-illumination, or Corona Light material's intensity), the unit used is Watts per steradian per square meter - W/(sr.m^2).

2. Also is W/(sr.m^2) which is Coronas' default for CoronaLights' the same as W/m^2 which is the unit I'm trying to convert to or in laymans terms Watts? If not, how can this get converted to Watts?

3. I want to convert to watts from the following:

No conversion required? Is this just watts?

Lumen (lm)
What is Coronas internal value for lumens per watt? 15, 16? These are the two values I've seen knocking about the internet.

Lumens / (Lumens per watt) = Watts
P = 900 lm / 15 lm/W = 60 W

Candela (cd)
Candela / 683 (Lumens per watt) = Watts
P = 40980 cd / 683 lm/W = 14.64 W

Lux (lx)
Lux / 2145.708 =
P = 128742.469 lx / 2145.708 = 60 W

I wanted to check this before anything else.


This test included converting the diffuse slots similar to the glossy only it needed to have the diffuse base color considered..

Seting the hdr point3 values
"Converting 96 materials..."
"Finished in: 1011 [MILLISECONDS]"

Setting the multiplier
"Converting 96 materials..."
"Finished in: 928 [MILLISECONDS]"

1011-928 = 83 milliseconds

Sure does beat doing it by hand!!

Thanks, it'll be all done via maxscript anyway :) to convert the scene down to the bare maps. But it might shave of a few milliseconds.

I might test this later for the fun of it.

[Max] I need help! / Case closed...
« on: 2019-09-24, 11:15:39 »
Many, many thanks to the two of you.

Instead of the corona color picker, I've added a CoronaColor with the values there and in linear color space.

Thanks, do you have any idea what specific mix will give the same results?

Given that the value here in the material is 33, I've tried mixing in a coronamix with linear and 0.33 in rgb and trying all mix types but nothing seems to match up.

Most properties are available to maxscript in maps except the curve editor which is a pain in the buttocks to get working.

See the diagram of what I'm trying to achieve. It will explain it a lot better than writing it.

Reasons explained in the image as well.

That's not what I was after. I managed to sort it out.

Code: [Select]
convertDirectionToYawPitchAsPoint2Value function

Translates any items point3 direction and returns it as
yaw and pitch in degrees as a point2 value.

Usage: convertDirectionToYawPitchAsPoint2Value <selection>[1]
Returns: [<expr>, <expr>]

fn convertDirectionToYawPitchAsPoint2Value theItem =
  direction = theItem.dir
  yaw = atan2(direction.x) (direction.y)
  pitch = asin(-direction.z)
  return [yaw, pitch]
-- print ((convertDirectionToYawPitchAsPoint2Value $)[1] as string + " yaw")
-- print ((convertDirectionToYawPitchAsPoint2Value $)[2] as string + " pitch")

Hi anyone out there that can help with a mathematical / maxscript question.
I need to translate Corona sun and target lights pos and rotations to get me the yaw and pitch.

How can I do this? "It times like these - Dave Grohl" I wish I paid more attention in Maths class!!

Is this even close?
Code: [Select]
 /*  x,y,z,roll,pitch,yaw */
 sun = selection[1]
 roll = sun.rotInParent[1]
 pitch = sun.rotInParent[2]
 yaw = sun.rotInParent[3]

There's multiple different ways people are viewing this. This is just one page I found:


Okay thanks. It may be the case that that Shapespark program may introduce it in the meantime.

For 3D displaced geometry or for 2D bump/normal maps?
2D bump/normal maps, but both types would be great.

I'm writing a script for a client to export to a program that doesn't have support for normal maps believe it or not.

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