Forum > Luxology > News & Announcements > (06-01-2007) I can see the light! (IES that is)

Topic - (06-01-2007) I can see the light! (IES that is)

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San Mateo
1978 posts
Hello party people. Friday so soon?

modcast

IES explanation

IES in action

And how about a nice big dose of faster and cleaner blurry reflections?

Quick and clean

Don't forget to mark your calendars for August 5, 2007! Our modo community Siggraph Event. See modcast or dedicated thread for more details! Limited space available people. Get on it!
Info here

BP

Message edited by BradPeebler on 6/1/2007 - 2:51 PM

6/1/2007 - 1:39 PM
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geoff b
rating: signal 0  

truckee, ca
373 posts
Life is good - thanks Brad!
6/1/2007 - 1:40 PM
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ohahnel
rating: signal 0  

germany - DESSAU
31 posts
thanks brad! :-)
6/1/2007 - 1:43 PM
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Trurl1
rating: signal 0  

Hungary
82 posts
Thanks Brad!
6/1/2007 - 1:43 PM
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Onirbos
rating: signal 0  

Sevilla (Spain)
123 posts
Very Thanks!
6/1/2007 - 1:48 PM
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Auckland NZ
1377 posts
Oh noes only 12 days of modo left! (license)

DLing now

ANd yes... Im a fan of the flak monkey lol, that funky monkey (wish they had one for LG)

the blurry speedup is nice :>

CEH

Message edited by C.E.Hayes on 6/1/2007 - 1:56 PM

6/1/2007 - 1:49 PM
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Knackbrot
rating: signal 0  

Germany
18 posts
Yeeeehaaaaa.

Thanks.
6/1/2007 - 1:56 PM
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Jon Farmer
rating: signal 0  

San Rafael, CA
108 posts
Coolio!

Thanks for the update!
Adding it to my 301 folder to review once it comes out!

-jono
6/1/2007 - 1:58 PM
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RazorX
rating: signal 0  

San Antonio, TX
2022 posts
Ahhhh... how they loath my flak:) And how I hates your lg:P

Message edited by RazorX on 6/1/2007 - 2:12 PM

6/1/2007 - 2:10 PM
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Devon Nygren
rating: signal 0  

Farmington NM
260 posts
Ah ies files nice I can not wait to see how well they work in modo
6/1/2007 - 2:12 PM
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RingoM
rating: signal 0  

Inglewood California
30 posts
Wow more cool stuff!!

Thanks for the updates Brad.

Ringo

Ringo Monfort

6/1/2007 - 2:26 PM
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J.O.Rust
rating: signal 0  

Norway
914 posts
Standing ovation from me.

HURRY! I WANT TO PLAY WITH 301!!!
6/1/2007 - 2:32 PM
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Michiel
rating: signal 0  

Brisbane
384 posts
I can't wait to play with 301.......
6/1/2007 - 2:38 PM
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Nigel Baker
rating: signal 0  

Dublin, Ireland.
610 posts
Oh man — Just spanking.


Regards.
6/1/2007 - 2:40 PM
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Leif
rating: signal 0  

Oxford, England
749 posts
Nice Brad and good luck on the event at the museum ;) I would have loved to go to San Diego, as I am a flight nut and a big fan of Rutan.. eh, bigger fan of Lux offcourse..

Standing ovation

Rust, how do you translate this in Norwegian - just curious ;)

Twitter: leifm

6/1/2007 - 2:43 PM
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Devon Nygren
rating: signal 0  

Farmington NM
260 posts
Well I just got done watching the videos and I am very excited to be able to use ies files in Modo 301. I work with ies files every day at work as I do lighting layouts. I just have a couple of questions regarding the calculations Modo is using with ies files. I see that you are changing the radiance in Modo to increase the light output, is the radiance being calculated as the total watts or the lumens per lamp? I know that in many cases they can be different depending on the ballasts and other factors. I am just wondering what Modo uses to do the calculations. Also I was wondering if you plan on adding more functionality to the ies files such as Light Loss Factors. The light can completely change depending on your Light Loss Factors, There are many factors that come into play if you want to light a room or building to ies standards so the more functionality you have the more accurate you can be. We use max at the moment to do 3d visualizations of our lighting layouts, max only calculates initial output of ies files and then it’s guess work from there if you want to try and light up a scene with maintained luminance levels. I have almost completely convinced my boss to switch over to Modo, he is just going to ask these type of questions, so I figured I would get the answers right from those in the know. Any info would be great and as always you guys rock and I look forward to getting my hands on Modo 301.
6/1/2007 - 2:50 PM
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Budapest
788 posts
Very cool Brad.
One question tho: can I snap and align the light to a polygon? So it would be precisely positioned in the middle of the poly facing the same direction as the normal.
6/1/2007 - 2:56 PM
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J.O.Rust
rating: signal 0  

Norway
914 posts
Quote from Leif :
Nice Brad and good luck on the event at the museum ;) I would have loved to go to San Diego, as I am a flight nut and a big fan of Rutan.. eh, bigger fan of Lux offcourse..


Rust, how do you translate this in Norwegian - just curious ;)



Stående applaus :)
6/1/2007 - 3:08 PM
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dapeter
rating: signal 0  


96 posts
I second the IES output question... it really shows the need for some type of tonemapping / post-processing.

Maybe something similar to Vray's option to do levels/curves/exposure in the framebuffer after you render? That way you can do all the calculations in a linear color space and tonemap without having to rerender.
6/1/2007 - 3:08 PM
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974 posts
Devon, when modo loads an IES or EULUMDAT file, the maximum luminous intensity from the table of angles is placed in the light item's intensity channel, and the intensities in the table are then remapped to range from 0 to 1. During rendering, the appropriate value from the table is looked up (based on the direction from the light to the point being shaded) and multiplied by the light's intensity channel, reconstructing the original intensity specified in the file.

This makes the new photometric lights consistent with modo's existing point and spotlights, in which the intensity channel in the light's properties represents the maximum intensity (at the center of a spotlight cone, for example). It also means you can read the maximum intensity numerically after loading an IES file and directly edit that value if desired.

Zoltan, I'm afraid I don't know the answer to your question, but it sounds like something a script could do.

dapeter, I'm looking forward to working on more tone mapping options in the future, but in the meantime it's certainly possible to change the exposure and apply tone mapping to modo renders using other applications. The key is to turn off Clamp Colors, set Gamma to 1.0, and save the image in a high dynamic range format.
6/1/2007 - 4:30 PM
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BakaBurg
rating: signal 0  

Manduria Italy
150 posts
Hi mr Hastings, cool work on the blurry reflections! May I ask you what kind of changes you made to the way they are calculated, to make them faster and better?
6/1/2007 - 5:06 PM
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RazorX
rating: signal 0  

San Antonio, TX
2022 posts
My guess is that instead of shooting off multiple complete rays for each pixel, one ray is shot out then at some point before collision split into offshoot rays to get the values, or some other technique for 'feeling' around to get the color values without using multiple full ray shots per pixel. Maybe?

I'm very interested in this stuff and that question was the very first thing to pop into my head when I saw the update lol.

Message edited by RazorX on 6/1/2007 - 5:31 PM

6/1/2007 - 5:29 PM
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974 posts
Thanks! The improved method basically concentrates the reflection rays in directions that are more important to the final result (such as toward bright features in the environment).
6/1/2007 - 5:34 PM
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San Mateo
1978 posts
It is possible to use geometry snapping with any item or component. I jut did a quick test and used the move tool snapping to poly centers with a light. Worked fine.

BP
6/1/2007 - 5:37 PM
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Auckland NZ
1377 posts
Hey brad, what Mic are you using?

CEH
6/1/2007 - 5:59 PM
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