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mental ray Architectural and Design Visualization Shader Library

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5.3 Light Surface 115Complex geometry require real reflectionsBoth neon signs use a rectangular area light for their illumination, <strong>and</strong> both cast nice areashadows (as witnessed by the small spheres). But the sign on the left has a blatantlyrectangular “reflection”, which does not make any sense. For this use, definitely use the methodon the right side, with the lights specularity off, <strong>and</strong> the surface’s refl contrib nonzero.5.3.2.3 Complex Light DistributionIn a real world luminaire, complex interactions between the bulb, the reflector, <strong>and</strong> variousoccluders determine the final distribution of light flying off into the scene.Naturally, one do not want to consider all those minute details just to make a rendering of adesk lamp, <strong>and</strong> indeed, the problem comes pre-solved in the form of measured data (i.e. IESor EULUMDAT files).The mia light surface shader can get its intensity from a light. This saves the user the timeof keeping the intensity <strong>and</strong> color of the “visible surface” in sync with the intensity <strong>and</strong> colorof the light source. If the use lights is on <strong>and</strong> some light is passed in the lights parameter,this happens automatically.This works fine for isotropic point lights <strong>and</strong> similar, but when using measured light data, onecan run into an issue:Picking up intensity/color from the lightsThe above scene contains three spheres. Lets assume they are the models of the light bulbsof some desk lamp. They each contain a light that has an IES profile fitting that luminaireapplied.

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