Those emitting materials are awesome but, they need crucial options like :
Visible to camera (or render mesh) on/off <---- omg need this one
Visible to reflection (or affect reflection) on/off <---- must have
Visible to refraction (or affect refraction) on/off <---- sweet one
Double sided on/off <---- always usefull
Render as sky portal on/off <--- replace the surface so all geometries behind turn to 'invisible' so the daylight and env or hdri can be seen and cast light/shadow trough this surface
Plzzzzzzzzzzzzzzzzzzz radiance, add those options >.<
BdB's not so simple interior with area lights
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I second these!!Meian wrote:Those emitting materials are awesome but, they need crucial options like :
Visible to camera (or render mesh) on/off <---- omg need this one
Visible to reflection (or affect reflection) on/off <---- must have
Visible to refraction (or affect refraction) on/off <---- sweet one
Double sided on/off <---- always usefull
<
2.3 is going to be an exciting release. Can't wait!
Win 7 64bit | GTX 470 | Intel i7 920 | 12 GB RAM
-.- This thread is starting to sound like a kindergarden...
Last edited by Chris on Fri Jun 18, 2010 10:06 pm, edited 1 time in total.
________________________________________________________
Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
Win 7 64 | 1x GeForce GTX Titan | AMD Phenom II X6 3.20Ghz | 16GB
sorry for making some good suggestions...Chris wrote:-.- This thread is starting to sound like i kindergarden...
First License : Xeon e5530 | Ram 18Gb | Quadro FX 4800 1.5GB 192 Cores | Win 7 x64 | 3D Studio Max 2011
Second License : Intel Core 2 Extreme x9650 | Ram 4go | GeForce GTX 275 896MB 240 Cores | Win 7 x64 | 3D Studio Max 2010
Second License : Intel Core 2 Extreme x9650 | Ram 4go | GeForce GTX 275 896MB 240 Cores | Win 7 x64 | 3D Studio Max 2010
Really look forward to the updates. Please don't hesitate to show more renders. Have you guys thought of having a blog to showcase/advertise developments?
Thanks for the updates!
Thanks for the updates!
Windows 7 64bit | AMD Phenom 9550 | 6 gigs ram | Blender, Silo, messiah 4.5 |
Hi guys,
let's focus on getting a good efficient emitters working with a basic set of lamp spectra options,
then figure out what we can add after that for more advanced feats.
i'll note these as long-term wises.
Radiance
let's focus on getting a good efficient emitters working with a basic set of lamp spectra options,
then figure out what we can add after that for more advanced feats.
i'll note these as long-term wises.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
- kevinshane
- Posts: 190
- Joined: Sat Apr 10, 2010 5:49 pm
- Location: China
- Contact:
Hi,dear radiance,may be trying some "point light" of ceiling(most emitters will in the light models)~~cuz we usually generate lights under ceilingradiance wrote:Hi guys,
let's focus on getting a good efficient emitters working with a basic set of lamp spectra options,
then figure out what we can add after that for more advanced feats.
i'll note these as long-term wises.
Radiance
actually,i mean this~~http://www.archdaily.com/44524/casa-x5-mzc-architettura/29-4/
- kevinshane
- Posts: 190
- Joined: Sat Apr 10, 2010 5:49 pm
- Location: China
- Contact:
another examplekevinshane wrote:Hi,dear radiance,may be trying some "point light" of ceiling(most emitters will in the light models)~~cuz we usually generate lights under ceilingradiance wrote:Hi guys,
let's focus on getting a good efficient emitters working with a basic set of lamp spectra options,
then figure out what we can add after that for more advanced feats.
i'll note these as long-term wises.
Radiance
actually,i mean this~~http://www.archdaily.com/44524/casa-x5- ... tura/29-4/
http://www.archdaily.com/46173/house-s- ... l-kievits/