Moderator: ChrisHekman
ChrisHekman wrote:The material conversion for unity materials default to "surface brightness"
Which means that as the object grows in size, it will emit more light.
Possible solutions to your goal:
- You can create an octane material in unity with an emission node that does not have surface brightness.
- Another thing you could do is calculate the intenstiy difference on your second material by multiplying the intensity by the X in the following formula:
X = ModelScaleOne^2 / ModelScaleTwo^2
Fully formula would be: IntensityOne = IntensityTwo * (ModelScaleOne^2 / ModelScaleTwo^2)
- If your model is a sphere you could also create two point lights, and use the "octane light override" node to change its emission settings. There you can turn off surface brightness
wyh880123 wrote:ChrisHekman wrote:The material conversion for unity materials default to "surface brightness"
Which means that as the object grows in size, it will emit more light.
Possible solutions to your goal:
- You can create an octane material in unity with an emission node that does not have surface brightness.
- Another thing you could do is calculate the intenstiy difference on your second material by multiplying the intensity by the X in the following formula:
X = ModelScaleOne^2 / ModelScaleTwo^2
Fully formula would be: IntensityOne = IntensityTwo * (ModelScaleOne^2 / ModelScaleTwo^2)
- If your model is a sphere you could also create two point lights, and use the "octane light override" node to change its emission settings. There you can turn off surface brightnesswyh880123 wrote:Is "ModelScaleOne" surface area or volume?
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