roeland wrote:A blackbody emission and a texture emission are almost the same, the only difference is that a texture emission has a flat spectrum by default instead of a blackbody spectrum. The best way to simulate a LED is to use texture emission and change the texture/efficiency input to a gaussianspectrum. You can load an IES file into the distribution input by changing it to a floatimage.
To simulate a blue LED, set the wavelength slider around .25 and the width to around .015. A larger width gives less noise, but if it is too large you get less saturation.
You can also use a RGB color, but you will also get slightly less saturation than with a gaussian.
Mathematical background: Octane uses these formules to get the Gaussian distribution:
μ = 380 + 340 * wavelength (so it goes from 380–720nm)
σ = 800 * width.
You can look up the wavelengths of various LEDs on the internet. For most blue LEDs the wavelength is 470nm (set the wavelength slider to 0.265).
Brilliant thank you Roeland! I have the settings correct and the power way down low but I cant seem to get the area lit without the light blowing out at the center. Can you see any adjustment I might make?
There is still no comparison to the original photo. I may end up having to create the 6 LEDs and aim them out like the actual picture