Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Feature Requests => [Max] Resolved Feature Requests => Topic started by: nafman on 2013-09-20, 18:01:30

Title: IES apply to emission
Post by: nafman on 2013-09-20, 18:01:30
My English is so bad, so I show the picture

Is it possible?

Title: Re: IES apply to emission
Post by: Stan_But on 2013-09-20, 18:44:02
for what?)
use corona lights for IES
Title: Re: IES apply to emission
Post by: maru on 2013-09-20, 19:43:38
How do you imagine IES applied to some crazy geometry? :)
Title: Re: IES apply to emission
Post by: mikinik on 2013-09-20, 23:29:43
apparently it's like in octane
Title: Re: IES apply to emission
Post by: nafman on 2013-09-21, 06:08:18
Maxwell seems to be the possible.
Title: Re: IES apply to emission
Post by: Juraj on 2013-09-21, 17:13:18
I had hard time imagining how it would work too, always alligned to normal of the surface ?

Thing about Maxwell and Octane is, they hold on to "real life solution" too much, it took quite a long time until they implemented anything outside of very inefficient emitters.
Because: "There is no virtual spotlights in real world". Material emitter and IES profile though sound pretty strange.
Title: Re: IES apply to emission
Post by: maru on 2013-09-21, 19:12:10
This reminds me of a discussion about directionality parameter for mesh lights that was held here some time ago. My imagination is too weak for this kind of stuff.

Keymaster also wanted Corona to be as real-life as it can be but it looks like now he's more friendly towards fakes. Time will show if it's good or bad but some users would probably want these features in future anyway.
Title: Re: IES apply to emission
Post by: Juraj on 2013-09-21, 22:56:58
I am also very "pro-real life", which is selfish from me because I only do "photorealistic" meant imagery, but there is a fine line. I only care about the end-result, not means to get there.
And modelled bulbs with emitters to light scenes at same time is just overkill.

Completely opposite was this recent tutorial on Maxwell website called "Think like photographer" (LOL because it had nothing to do with that...), which advertised hidden area lights everywhere, not to boost light, but completely fake it ! Even GI !
I was like what the fuck ? Why would I use something like Maxwell if I wanted something so incredibly crappy fake. Renderers should foremost cater to their CORE customers and intentions. Otherwise they end up bloated over-robust craps which excel at nothing particular (IMHO Vray slightly felt into this trap, as it's now midway between its design-field origins and currently headed entertainment area ). But one renderer simply can't satisfy fully both (otherwise renderers like PRMan and Maxwell would cease to exist in their current forms, even though Maxwell seems to be confused at times and still tries to get into VFX no matter what...like anyone cares..)

2014+ onwards will be "Specialized/Niche" solutions everywhere, in every sort of bussiness. No more too universal approach. Now there is finally bussiness oportunity for such solutions, because of over-saturated market. It was hardly viable before.
Title: Re: IES apply to emission
Post by: Ondra on 2013-09-22, 12:52:44
the thing is, I am not against fakes because they give bad results or the workflow is not pure, it is just that implementing them is major pain in the ass. They always blow up sooner or later, especially when creatively combined with other fakes. THen I have these bugreports like "invisible light becomes visible when seen through directly invisible object". Ew.

That being said, arbitrary light shapes and directional distributions (even point spotlights, directional lights in infinity, ...) are not fakes, because they can be described with the standard render equation. As long as the light has quadratic falloff and casts shadows, it is not fake.
Title: Re: IES apply to emission
Post by: Ondra on 2014-04-12, 21:45:50
I'm not planning this to keep Corona light mtl UI simple. But some features were added recently to both CoronaLight and CoronaLightMtl.