multiplier for cut-out emisive lights
alan bard newcomer
Posts: 2,348
Has anyone figured out how much we have to increase the power of pre 420 lights that were at cut-out .0001 to make them the same?
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I have hundreds of renders and it looks like I have to upgrade them all
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one pic is done in 412 the other same scene file in 420
And it wasn't until I had had it in wire shade to edit some polys did I "see" the cutout codes I used to have the street lights put out more illumanation without having the visible bulbs look like mini suns.
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will have to open in opera to add picturesz
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So with a cutout setting of 0.00001 ... the luminance has to be raised from 1,000 to 10,000,000
And now there are pixels to fix.
Post edited by alan bard newcomer on

Comments
Luminosity is now multiplied by opacity, so to get the same result you need to divide by the opacity - but note that this will then be bright enough to reflect, reducing its ghostliness.
Ok, I can just save the street lights as a subset in their new numbers.
But how do I kill the "the tinkerbelle effect, the sparkles"?
two sided off, thin wall off. etc?
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I suppose I can use the cheat I did when I needed a small lantern to illuminate a lot of space, which was to crank in up and then (using fixed camera) just rendered the lantern looking normal and layered it in over the scene.
I lantern is the only light source in the scene and it had to be really bright to light the walls so there as a second render of the character and then another of just the lantern to make the picture look "normal".
Our minds are still more incredible than computers it can look at a bright light tone it down, look in a shadow and bring up the light, and then give it to us in real time as we move through a space.