Faking IES lighting test.
I would like your views on the way I am faking IES lighting.
It is a very quick test scene, no exterior lighting just texture lighting. I have to find a way to show ies lighting within my scene as it is very important to show the client and I dont think Refractive Software will implement IES lighting before the end of this project.
So have a look and below the image is a description on how I did it.
This is basic material unwrapping and I know it is going to be a lot more difficult when it is a more complex texture/model.
But in a nutshell I found a texture of a wall online. Then found a program that generates IES lights, now this program generates a preview of the light while editing.
So I took a screenshot of the light I made and put it within my image editing program (I use Gimp). The image of the light is Black and White so I place it over the texture and change the layer mode to screen or dodge, whatever looks best. I save the material, that will be used within the 3d program and I UV mapped it in my software (I use Blender). In Gimp I also create a Black and White(extremely high contrast, almost not colour), this will be used as the image for the texture emission material within Octane.
So when the model is imported within Octane and texture applied and texture emission played around with then you will see the result above.
I understand that this is a mission and a bit of a work around but I believe that this will just show the client correct lighting within the scene.
Also this is Direct Lighting and took 40 secs to render 1000 samples(that is the final above)
So please let me know what you think and if this is going to work, I need another perspective on this.
Many Thanks