- Tue Dec 11, 2012 6:45 pm
#363495
I have created an emitter that's based on a tileable texture. The goal is to use this texture to create a LED facade.

The facade is comprised of 10 different surfaces, and each surface has its own specific emitter assigned. This is needed because each surface has its own texture coordinates in order to align the textures across the facade. Here's a view of the different surfaces (material channel render), each color group of LED's depicts a separate surface / emitter:

In order to have control over the light intensity of the LED's, I decided to work with an image emission texture, as this keeps the light intensity per area constant, as opposed to using the surface as an emitter (with the above texture as a mask to obtain the LED effect), whose intensity is dependent on the size of the surface it is applied too. All the surfaces are different in size in this case.
First question: Is it possible to somehow define the intensity of an emitting surface (without image emission texture) as a constant per area? I suppose not, but nevertheless it would be quite handy to be able to define the emitter's intensity as "luminance emittance" (lux or lm/sqm), especially in the Rhino plugin, where textures can also be metrically defined.
The texture is applied to both the opacity mask and the emitter:


When I render this, with intensity set to 50, I get:

Even though I have used the same texture for both the emitter and the mask, there is a grey aura surrounding each LED. What I would expect is that everything that is not white light, would be transparant.
When I render this, with intensity set to 100, I get:

Raising the intensity gets rid of some of the grey aura, but also the light's fall-off is more abrubt. Somehow I would like to achieve a soft fade-out of light surrounding the LED's core.
Is there a way to achieve this? (get rid of grey aura and maintain soft fade-out)
On top of this, I would like the LED's to be emitting light on both sides of the surface. As there doesn't seem to be a "two sided" button to achieve this, I copy and move the surface 2 mm above the original, and apply the emitter with the normals facing the other side.
As a result, the aura around the LED's is even more pronounced: (upper half is 2 surfaces, lower half is single surface).

Any way to solve this??

The facade is comprised of 10 different surfaces, and each surface has its own specific emitter assigned. This is needed because each surface has its own texture coordinates in order to align the textures across the facade. Here's a view of the different surfaces (material channel render), each color group of LED's depicts a separate surface / emitter:

In order to have control over the light intensity of the LED's, I decided to work with an image emission texture, as this keeps the light intensity per area constant, as opposed to using the surface as an emitter (with the above texture as a mask to obtain the LED effect), whose intensity is dependent on the size of the surface it is applied too. All the surfaces are different in size in this case.
First question: Is it possible to somehow define the intensity of an emitting surface (without image emission texture) as a constant per area? I suppose not, but nevertheless it would be quite handy to be able to define the emitter's intensity as "luminance emittance" (lux or lm/sqm), especially in the Rhino plugin, where textures can also be metrically defined.
The texture is applied to both the opacity mask and the emitter:


When I render this, with intensity set to 50, I get:

Even though I have used the same texture for both the emitter and the mask, there is a grey aura surrounding each LED. What I would expect is that everything that is not white light, would be transparant.
When I render this, with intensity set to 100, I get:

Raising the intensity gets rid of some of the grey aura, but also the light's fall-off is more abrubt. Somehow I would like to achieve a soft fade-out of light surrounding the LED's core.
Is there a way to achieve this? (get rid of grey aura and maintain soft fade-out)
On top of this, I would like the LED's to be emitting light on both sides of the surface. As there doesn't seem to be a "two sided" button to achieve this, I copy and move the surface 2 mm above the original, and apply the emitter with the normals facing the other side.
As a result, the aura around the LED's is even more pronounced: (upper half is 2 surfaces, lower half is single surface).

Any way to solve this??