Be careful with ies lights!!!
Posted: Fri Jul 25, 2014 1:00 pm
Hi Karba and friends.
You know that increasing the number of ies lights your scene will get more and more noisy.
Spot lights don't need spherical mapping.
I attached here the scene to explain you how my lights are more efficient that the default ies lights. (Max 2014 - Octane 2.01)
I pray Karba to implement my version with targets and a circular or rectangular shape with independent emission.
My version produce less noise and you can position freely the target point
Also many ies lights generate a lot of noise.
Default spherical projection (used in ies) is useful only if you have up-down distribution. Because all lamps are solid objects you can't apply this type of ies because it projects shadows, you need two different ies for botton and top side. Many fluorescent lamps have this type of distribution for indirect emission.
In 99% of cases we use spot lights. My light is a simplified version of the default ies because uses a planar projection, a sort of gobo, used in many game engines.
None will notice the difference.
Try yourself.
Last but not least:
lights are computed by Octane also if they are closed in a room but on.
Turn off useless lights or not visible by the camera and GI.
regards
You know that increasing the number of ies lights your scene will get more and more noisy.
Spot lights don't need spherical mapping.
I attached here the scene to explain you how my lights are more efficient that the default ies lights. (Max 2014 - Octane 2.01)
I pray Karba to implement my version with targets and a circular or rectangular shape with independent emission.
My version produce less noise and you can position freely the target point
Also many ies lights generate a lot of noise.
Default spherical projection (used in ies) is useful only if you have up-down distribution. Because all lamps are solid objects you can't apply this type of ies because it projects shadows, you need two different ies for botton and top side. Many fluorescent lamps have this type of distribution for indirect emission.
In 99% of cases we use spot lights. My light is a simplified version of the default ies because uses a planar projection, a sort of gobo, used in many game engines.
None will notice the difference.
Try yourself.
Last but not least:
lights are computed by Octane also if they are closed in a room but on.
Turn off useless lights or not visible by the camera and GI.
regards