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Ies ve sucks
Ies ve sucks







ies ve sucks
  1. #IES VE SUCKS MANUAL#
  2. #IES VE SUCKS FULL#
  3. #IES VE SUCKS ISO#

The whole story turns around though if I treat min and max brightness in the exposure section like they are 20 EV stops.

#IES VE SUCKS MANUAL#

The problem here is, when I use any of these values, I should clearly see a light with 1000 lumens and I don’t if I use manual exposure. Here is an example of a “sunny 16” chart:

#IES VE SUCKS FULL#

Also, since there are measured values like around 125 000 lux for full bright sunlight on a flat surface, if all these values line up nicely, you can work in a very convenient way. This has a couple advantages, mostly though, it helps me to set up a rough lighting in seconds and it provides context and relationship for real-world lumen values you get from light manufacturers. Perhaps it was a demand from Architecture firms working with static lighting? Even that can be questionable because Arch visualization rarely use real world light values of this kind it’s mostly IES stuff which the engine already has support for.įirst of all, when I start thinking about my lighting, I always use the “sunny 16” rule as a baseline for my work. So I’m not sure what benefits come from such an addition because we can’t expect to match real world lighting to a realtime one by just typing in the same values, I mean we still do tons of tweaks in Vray and Arnold for such cases and their lights are vastly superior to any real time engine. I say Approximation because UE lights are still very very far from being “Physically correct” this is a just a term used for the way lighting feels consistent with materials of a certain package. This in my point of view is a far more streamlined and straight forward approach for digital approximation lighting. I wish in the case of a game engine, Epic took the approach of “Arnold Renderer” and went with “exposure stops” Setup and a simple color temperature. It’d be nice if we got a livestream or something to go over these specific changes. I posted on this UDN post to try and get some more information.

#IES VE SUCKS ISO#

If you use EV+16, or the associated shutter speed and f-stop with an ISO of 100, you should be able to properly visualize the sunlight at ~195,000 intensity. So I am really looking forward to explore this moreĪpparently the sun does use Lux, it just isn’t reflected in the UI yet. If anyone is interested, I am going to work with the new exposure system in the next lighting academy, coming next week. Hopefully someone with more knowledge could shed some light on this…preferably from Epic Problem though, those settings don’t match at all when using manual exposure which…well…sucks. Then you have something nice that follows the sunny 16 rule and still makes sense in regards to dynamic range. Now bump up max EV to 16 and tweak the sun intensity to match…same with sky brightness. If you lock autoexposure at min/max EV 8 and make a 1000 lumen spot in a dark room, that looks very accurate. The thing that really puts me off though is that a) directional lights still don’t use lux or something that makes sense in regards to measured exposures like FStops and b) the manual camera and autoexposure work completely different still!Īutoexposure now has 20 stops of range, which works perfectly with the new lumens.

ies ve sucks

I never use that and usually, light manufacturers specify their bulbs and spots in lumens …sooo…¯_(ツ)_/¯ However, if I tweak the exposure to something that makes sense to me, the new lumen values work perfectly! I don’t know though why you would want candela as default. Regarding the difference between 4.19 and earlier versions in regards to lumens etc…I dunno what the deal is there but it definitely feels weird and off. I was really looking forward to this and today I finally gave it a first shot and man…I have to say its again just half finished and a lot of stuff feels weird IMO.









Ies ve sucks