I think I asked this before but I didn't get the info I needed. How can I accurately model colour temperature / brightness of a light source? And is it possible with a default shader / surface layer?
I read this and was wondering if it's logic can be ported to TG? https://blendergrid.com/learn/articles/cycles-physically-correct-brightness
Also that blackbody stuff sounds fascinating for TG.
for that to work you would need probably inverse square light emission which i dont think terragen supports
Quote from: Nala1977 on January 04, 2022, 08:00:15 PMfor that to work you would need probably inverse square light emission which i dont think terragen supports
oh drat. I suspected something like that. I hope we get something like that. Would be nice for accurate candle light and stuff.
TG respects the inverse square law for all light sources by default.
You can cheat with it using spotlights, which have the "falloff power" setting. Default = 2 = inverse square law.
Set it to 1 and your lightsource will never fade, set it to 3 and you have an inverse cubed lightsource.
I am wondering if it's possible to make an accurate say 6000k light sources, and 3600k light sources. Picking colour and brightness seems to keep me in a loop with reference .
Yeah I wish for that too sometimes.
If you're keen on playing with such concepts often I'd recommend to create a separate default project file with pre-configured light sources at different colour temperatures.
This might help with your color temps:
https://andi-siess.de/rgb-to-color-temperature/
Quote from: digitalguru on February 03, 2022, 04:28:48 PMThis might help with your color temps:
https://andi-siess.de/rgb-to-color-temperature/
oh wow, that is very handy! Thank you