BdB's not so simple interior with area lights

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Meian
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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 >.<
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elias76gr
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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
<
I second these!!
2.3 is going to be an exciting release. Can't wait!
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Chris
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-.- 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.
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Meian
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Chris wrote:-.- This thread is starting to sound like i kindergarden...
sorry for making some good suggestions...
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Nichod
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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!
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radiance
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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
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kevinshane
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radiance 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
Hi,dear radiance,may be trying some "point light" of ceiling(most emitters will in the light models)~~cuz we usually generate lights under ceiling
actually,i mean this~~http://www.archdaily.com/44524/casa-x5-mzc-architettura/29-4/
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kevinshane
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kevinshane wrote:
radiance 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
Hi,dear radiance,may be trying some "point light" of ceiling(most emitters will in the light models)~~cuz we usually generate lights under ceiling
actually,i mean this~~http://www.archdaily.com/44524/casa-x5- ... tura/29-4/
another example

http://www.archdaily.com/46173/house-s- ... l-kievits/
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9fly
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You make me want to take a pair of gtx480 right now.
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foxid
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Nvidia must pay u % for throwing people to buy GeForces)
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