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Re: BdB's not so simple interior with area lights
Posted: Fri Jun 18, 2010 7:40 am
by Meian
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 >.<
Re: BdB's not so simple interior with area lights
Posted: Fri Jun 18, 2010 7:53 am
by elias76gr
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!
Re: BdB's not so simple interior with area lights
Posted: Fri Jun 18, 2010 10:30 am
by Chris
-.- This thread is starting to sound like a kindergarden...
Re: BdB's not so simple interior with area lights
Posted: Fri Jun 18, 2010 11:15 am
by Meian
Chris wrote:-.- This thread is starting to sound like i kindergarden...
sorry for making some good suggestions...
Re: BdB's not so simple interior with area lights
Posted: Fri Jun 18, 2010 2:21 pm
by Nichod
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!
Re: BdB's not so simple interior with area lights
Posted: Fri Jun 18, 2010 5:23 pm
by radiance
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
Re: BdB's not so simple interior with area lights
Posted: Sun Jun 20, 2010 10:35 am
by kevinshane
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/
Re: BdB's not so simple interior with area lights
Posted: Sun Jun 20, 2010 10:37 am
by kevinshane
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/
Re: BdB's not so simple interior with area lights
Posted: Mon Jun 21, 2010 11:48 am
by 9fly
You make me want to take a pair of gtx480 right now.
Re: BdB's not so simple interior with area lights
Posted: Mon Jun 21, 2010 1:39 pm
by foxid
Nvidia must pay u % for throwing people to buy GeForces)