tom wrote:Micha wrote:tom wrote:
(Q051128.W001.0012.Nicolas Rivera)
Preset light types are now obsolete. You'll be able to build your custom
emitters using power/color or temperatures (Kelvin) and MXI emissions and
save them as MXM (Maxwell Materials) for building your emitter catalogue.
Not only for emitters but also for common materials, we're planning to give
several MXMs ready-to-use.
Can we simple set a spot light without geometrie and caustic reflectors?
You mean simulating real-model results, no currently not available.
But you're the one who already had remarkable simulations with MXI too

My biggest problem are to set spots, so that light is concentrated at a place in the scene. OK, I can build a real geometrie spot, but two problems:
- caustic are used and the rendering need more calculation power as an direct light source
- this modelled light source is very difficult to control - angle and beamdistributation.
I miss this typical simple to control CG spot light with the parameter "from, to, angle, beamdistributation, light source size". I think, this kind of light is not a simulating real-model, but it is like the current metal shader for metals - a simple option to build a virtual scene, not perfect but easy to use.
For example what is, if you want to render a theater scene? It is very difficult to build a strong controlable spot.
My problem with MXIs, I can not focus the light. And an other problem. Renderings with physical sky or colored environment a fast calculated. But if I use a MXI sphere, it need much longer to get a clean image with all effects. Maybe, the geometric sphere is the problem. It could be great, if the user could replace the physical with a MXI texture without a modelled sphere around. I have the feeling, this could help to get faster clean HDRI environment results. Is this ready to use for Maxwell 1?