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Area lights emit in both directions now, they don’t have directionality. To get the same result out of a Renderworks 2011 area light the user may have to mask the backside with black geometry.
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The Emitter Brightness field in the Lighting Options dialog that is set to 250% for translated 2010 files, to closer match the brightness in previous versions of Renderworks. This field is a quick way for the user to adjust all physical lights’ brightnesses up and down to get a well-lit scene, assuming they don’t want to change each light object instead.
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The default light brightnesses have changed from 75% to 100% and from 100 lumens/lux to 1000 lumens/lux due to the upgrade to Maxons Cinema4D rendering engine. Renderworks 2011 renders a directional light at 1000 lux as well lit, Renderworks 2010 showed a light at only 200 lux as well lit.
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It can decrease rendering time to use the Glow shader for area-type lights than using actual area light objects, especially when large or complex geometry is involved. The Glow shader only works when Indirect Lighting is enabled.
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Lit fog is only available for Point, Spot, and Custom lights. It is not available for Directional, Area, and Line lights.
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Sharp Distance Falloff has been renamed Realistic. As its name implies, it gives a more real appearance to lighting.
- No fill (wireframe) objects’ lines do not receive light from light objects – they always render as constant shading. The user should change the Fill attributes of this geometry to Solid if they want the objects to be shaded with lighting.
Edited by JimW
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