IES lights don't take into account face normals?
Posted: Wed Nov 02, 2011 3:20 pm
Hello,
About IES files, I understand that the rotation needs to be defined in octane and I find it quite an elegant solution, as you can see in the render the light on the walls which have a asymmetric disposition can't get the rotation from the geometry as a face only has a vector of direction and any rotation around that vector can't be transmitted in an obj...
BUT with a symmetrical distribution (around an axis, such as an ordinary halogen spot) it's infinitely simpler to get the orientation from the face normal.
As in this case, in which I have plenty of adjustable spots around the house, now I need to set each spot to a specific material, extract in the modeler the direction and modify it in octane by hand. It's crazy.
Is there a way to get the face normal as the 0,0,0 direction? please?
About IES files, I understand that the rotation needs to be defined in octane and I find it quite an elegant solution, as you can see in the render the light on the walls which have a asymmetric disposition can't get the rotation from the geometry as a face only has a vector of direction and any rotation around that vector can't be transmitted in an obj...
BUT with a symmetrical distribution (around an axis, such as an ordinary halogen spot) it's infinitely simpler to get the orientation from the face normal.
As in this case, in which I have plenty of adjustable spots around the house, now I need to set each spot to a specific material, extract in the modeler the direction and modify it in octane by hand. It's crazy.
Is there a way to get the face normal as the 0,0,0 direction? please?