Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: subpixelsk on 2016-07-20, 12:43:26

Title: Physically correct light values
Post by: subpixelsk on 2016-07-20, 12:43:26
I recently started to use physically correct values for bulbs, led strips etc. in Lumen , however first thing I noticed was that I have to crank up exposure before I started to see those lights to appear. When using in pair with corona sun and sky, these came out so bright, they produced huge amount of noise. So the question is - is default corona sun/sky value balanced with physical values for artificial lights? Or do I have to change the intensity of sun/sky when using real artificial light values, or vice versa - do I have to multiply light values when using default sun/sky?
Title: Re: Physically correct light values
Post by: maru on 2016-07-20, 16:25:50
Here is what I would recommend: set up your rendering with photographic exposure you would expect to work well in your case (random example: iso400, f 4, 1/20s). Then see how your lights look. If you would expect the intensity of sky/lights different, then start tweaking the light intensity values.

I can imagine lights such as standard bulbs being barely bright when exposed on a clear, sunny day.
Title: Re: Physically correct light values
Post by: Juraj on 2016-07-20, 17:08:28
Quote
When using in pair with corona sun and sky, these came out so bright

What are you writing here ? That artificial lights (for example Bulb with 1800 Lumen ) are too bright when used in Sun/Sky (default 1.0 intensity) scenario ? Or opposite.

Opposite should happen. If you have white interior, lit with daylight values of Sun/Sky, artificial lights with real physical intensities shouldn't be very visible at all.

While I believe Corona Sun/Sky intensities are identical to real-world, I would want to be assured it's so, as I never did 1:1 tests to prove it.

I attach render with Sun/Sky 1.0 (completely default, even size is 1) and square spot lights in floor with Lumen value of 2000 (considered quite strong). You can see, it produces only faint illumination on the wall, pretty much nothing else. Barely visible.
Title: Re: Physically correct light values
Post by: subpixelsk on 2016-07-20, 23:11:38
I understand that in white interior artificial lights are barely visible in daylight. However I am working with rather dark interior and when I boosted exposure , the skylight GI began to produce extreme amount of noise as if it were too bright or idk
Title: Re: Physically correct light values
Post by: subpixelsk on 2016-07-21, 08:21:59
I might have found solution to this - simple portals altough I thought i would not need them as I got quite large windows in my scene
Title: Re: Physically correct light values
Post by: Majeranek on 2016-07-22, 15:09:27
Quote
When using in pair with corona sun and sky, these came out so bright

What are you writing here ? That artificial lights (for example Bulb with 1800 Lumen ) are too bright when used in Sun/Sky (default 1.0 intensity) scenario ? Or opposite.

Opposite should happen. If you have white interior, lit with daylight values of Sun/Sky, artificial lights with real physical intensities shouldn't be very visible at all.

While I believe Corona Sun/Sky intensities are identical to real-world, I would want to be assured it's so, as I never did 1:1 tests to prove it.

I attach render with Sun/Sky 1.0 (completely default, even size is 1) and square spot lights in floor with Lumen value of 2000 (considered quite strong). You can see, it produces only faint illumination on the wall, pretty much nothing else. Barely visible.

Juraj,
Could you tell what were your camera settings on that shot?