bepeg4d wrote:Hi jsuarez388,
in order to use this technique, you need to use the Texture/Efficiency node, not the distribution, that is designed for IES light.
Please have a look at the following screenshot:
Screen Shot 2017-03-27 at 12.42.20.jpg
you can set the Gamma of the HDR image at 1 and reduce the power to match the efficiency of the specific light source.
If you need to more Watts, you can set the opacity of the Area lighrt at 0, and add aplane in the same place witht the same material but with Cast illumination option unticked, to better controll the reflection and the illumination separately, just like he did with Arnold.
Happy rendering,
ciao beppe
Hey beppe, this thing is driving me crazy...
Can you explain the physically correct way to use hdri texture inside an area light?
If I put my hdri texture inside the texture node of my area light and set the power to 0.01 (why?) and gamma of 1, the amount of the light i see on the render is the "real" amount of that texture right?
If I wanna increase or decrease my light, what should I change? the gamma parameter or the power (of the light not the texture)?
gamma side question if you don't mind...
Why if I have a total white render, still life mood, with a almost total white product hero on an almost total white background (and 6500 lights) and camera set to linear and gamma to 2.2, my render is kind of blue-ish? to have my white look I have to adjust gamma slightly, is that normal?
Thank you so much for all your answers!