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Mesh Light looks wrong compared to standard material luminance
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Hello
Ive recently been trying to use the mesh light tag with a texture luminance source, in order to be able to get a seperate AOV of the illumination is casts in my scene. Afaik standard surface material illumination cannot provide an AOV of the illumination it casts into the scene.
Based on my tests so far, I cant get the same look, the light is very dark when I use mesh light tag with material, and even if I boost it, the lighting seems wrong and spread out. like this:
if you compare to the same texture on a standard surface material with same texture in the luminance input:
C4DtoA 4.4.1 [f852d447]
Arnold core 7.1.3.2 [2a385cac]