Sometimes I have to use the emission in set standard shader to light a part of the scene. Then it males no difference to set the emission to 100 to to 1000. It's not getting brighter. Is there something limiting the emission of the standard shader on higher values?
Gelöst! Gehe zur Lösung
Gelöst von Stephen.Blair. Gehe zur Lösung
The surface itself should be getting "brighter"
The pixel values on the surface will be way over 1,1,1
Other objects in the scene use diffuse (indirect) sampling to get a contribution from the emissive surface, and that is clamped to 10 by default.
Is this the setting for clamping diffuse samples? By default it's switched off. Or is there another setting?
The UI control is disabled, so you get the default of 10
if you want a different value, enable the UI and change the avlue.
I did some tests and I changed the indirect sample clamp. But the brightness of the emission does not change.
Here I set the emission to 100 an the sample clamp to 1 and 100. There is no difference in brightness.
There's a bug in the plugin and the indirect clamp is not exported properly now. It's gonna be fixed in a next release.
As a workaround you can set the indirect_sample_clamp as a user option in the render settings:
Sie finden nicht, was Sie suchen? Fragen Sie die Community oder teilen Sie Ihr Wissen mit anderen.