- Mon Oct 21, 2013 2:44 pm
#372272
I want to simulate the illumination of a surface with a spotlight with known properties (beam spread angle and intensity in Lumen; sadly, no IES data). From that, I want to be able to roughly judge the intensity of surface illumination when photographed with certain camera parameters. My goal is to find out what type/strength of spotlight I will need for a real-world scenario.
I know, Maxwell Render is not actually intended to be used for such a purpose. But, in principle, it should be possible, right? My question is: What would be a practical way to do this in MR?
Emitters in MR do not have a directionality parameter (does anyone know, why not?) and seem to emit light in all directions equally (hemisphere around face normal). How would I go about focusing emitted light into a beam (other than actually emulating the optics of a spotlight). The 3DS Max plugin offers MxLight with a ‘spot’ mode. But there, by the way the beam is formed (simple cone-shade), it seems to be difficult to relate the stated intensity to any real-world value.
Any hint will be greatly appreciated.
I know, Maxwell Render is not actually intended to be used for such a purpose. But, in principle, it should be possible, right? My question is: What would be a practical way to do this in MR?
Emitters in MR do not have a directionality parameter (does anyone know, why not?) and seem to emit light in all directions equally (hemisphere around face normal). How would I go about focusing emitted light into a beam (other than actually emulating the optics of a spotlight). The 3DS Max plugin offers MxLight with a ‘spot’ mode. But there, by the way the beam is formed (simple cone-shade), it seems to be difficult to relate the stated intensity to any real-world value.
Any hint will be greatly appreciated.