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spot light tests

Posted: Tue Dec 02, 2014 3:18 pm
by seghier
the spot light have very useful parameters
and playing with map; blur and sphere size give different types of lights.
i made some tests with different cone angle and fallOff angle.
here the different fallOff types : from linear to cubic / blur=1 / no map

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here test of the spot with blur 600 / no map / cone - fallOff angle = 5 / sphere scale = 0.1

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here test of the spot with blur 600 / no map / cone - fallOff angle = 5 / sphere scale = 0.3

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test of the spot with blur 600 / procedural circle map

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Spot light with image map / blur = 1

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Spot light with image map / blur = 600

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Re: spot light tests

Posted: Fri Dec 05, 2014 11:46 am
by seghier
test 1
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test 2
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Re: spot light tests

Posted: Fri Dec 05, 2014 12:54 pm
by Fernando Tella
Beautiful!

Re: spot light tests

Posted: Sat Dec 06, 2014 12:38 pm
by mgroeteke
interesting test! do spotlights cleanup faster than their IES counterparts? would be interesting to see that...

Re: spot light tests

Posted: Sat Dec 06, 2014 1:00 pm
by seghier
thanks ; i test ies and spotlight in my laptop ; i don't see difference in rendering speed but spotlight have more options than ies
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Re: spot light tests

Posted: Sat Dec 06, 2014 7:27 pm
by seghier
ies vs spotlight
sl 10
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sl 20
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Re: spot light tests

Posted: Sun Dec 07, 2014 3:05 pm
by mgroeteke
thanks for your interesting tests! seems it is on pair in terms of noise after same SL...
i wonder what happens if we have lots of them in a scene, like 30 or 40 in a typical shopping mall interior scene ;-)

maybe i will have time in the next weeks to test this.

cheers

markus

Re: spot light tests

Posted: Sun Dec 07, 2014 3:53 pm
by seghier
thanks ; i think no difference between rendering time
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openvdb test with maxwellsea
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Re: spot light tests

Posted: Mon Dec 08, 2014 11:07 am
by seghier
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Re: spot light tests

Posted: Wed Dec 10, 2014 2:17 pm
by seghier
tests with different sphere scales :
blur = 100 ; different y scales
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blur = 1 ; different y scales
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blur = 100 ; different x,y,z scales
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blur = 1 ; different x,y,z scales
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sphere with scale 0 ; -0.5 (x,y,z) ; sphere with 0 scale emit light from point (0,0,0) :D
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two spheres : sclae 0.5 , -0.5
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