TEXTURE EMISSION
The Texture Emission type allows any valid texture type to set the light intensity. Texture Emission now uses texture instead of temperature value. Actually, Blackbody Emission still works, but there is no Kelvin mode. Texture Emission is an important choice, and with this feature you can make many effects, such as a projector, a cinema screen or a TV screen.
For the projector example you can see this section.
纹理发光
纹理发射类型允许任何有效的纹理类型设置光强度。 现在,“纹理发射”使用纹理而不是温度值。 实际上,黑体发光仍然有效,但是没有开尔文模式。 纹理发射是一个重要的选择,通过此功能,您可以制作许多效果,例如投影仪,电影院屏幕或电视屏幕。
对于投影机示例,您可以参见本节。
Efficiency or luminous efficacy?
Texture Emission is also used for "Light efficiency". What is this light efficiency? Let's briefly explain:
The luminous efficacy is the name given to efficiency, which indicates how good and sufficient the light of any light source is, and which is visible to the human eye. To make this definition easier, we can give an example of a lighting source that we often use at home, like bulb light.
The light level that the bulb we use at home is directly related to the power (Wattage). Think of two bulbs of the same type, 50 and 100 Watts: If we compare the lighting power between these two, a 100 Watt lamp will result in better illumination. However, if you have two lamps of different types, it would be misleading to say that the stronger between the two will illuminate the room better.
For example, the light yields of incandescent filament lamps (classic light bulbs) are lower than those of LED lamps. This means that a 25 Watt LED lamp can easily provide the similar lighting power of the 100 Watt incandescent lamp.
Let's ask the obvious question: "What does this have to do with Octane?" If you do not intend to make a realistic render, the question is obselete. But if you want to get a realistic render, especially if you want to get an indoor render, it's very important to know the realistic lighting power of the lights (actually it's always important). If an interior designer wants to design a lighting system, he does it with the "Lumens" unit, not the Wattage unit. Unfortunately there is no use of Lumens in Octane (Why? Nobody knows). However, you can assign it to the Texture section with the "Float" value. How? Since this topic is quite technical and complicated, we will be able to direct you to a few links.
效率还是发光功效?
纹理发射也用于“光效率”。这是什么光效率?让我们简单地解释一下:
发光效率是效率的名称,它表示任何光源的光有多好和足够,人眼可以看到。为了使定义更容易,我们可以举一个经常在家里使用的光源(例如灯泡)的示例。
我们在家中使用的灯泡的亮度与功率(瓦数)直接相关。考虑两个相同类型的灯泡,分别为50瓦和100瓦:如果我们比较这两个灯泡之间的照明功率,则100瓦的灯泡将产生更好的照明。但是,如果您有两盏不同类型的灯,那么说两盏灯之间的强度越强,则可以更好地照亮房间将是一种误导。
例如,白炽灯丝灯(经典灯泡)的发光量低于LED灯的发光量。这意味着25瓦的LED灯可以轻松提供与100瓦的白炽灯相似的照明功率。
让我们问一个明显的问题:“这与Octane有什么关系?”如果您不打算进行逼真的渲染,那么这个问题就不明确了。但是,如果要获得逼真的渲染,尤其是要获得室内渲染,了解灯光的逼真的照明能力非常重要(实际上,这始终很重要)。如果室内设计师想要设计照明系统,则可以使用“流明”单元而不是功率单元进行设计。不幸的是,Octane中没有使用流明(为什么?没人知道)。但是,您可以使用“浮动”值将其分配给“纹理”部分。怎么样?由于此主题技术性很强且非常复杂,因此我们将引导您到几个链接。
First of all, you can follow the "Lumens / Wattage" topic in the forum from this link.
If you want to get detailed information about light efficiency, you can go to this link.
首先,您可以通过此链接在论坛中关注``流明/瓦数''主题。
如果您想获得有关光效率的详细信息,可以转到此链接。
Light efficiency is a beautiful and interesting topic, even if it's cumbersome in Octane, it will add a lot to your renders.
光效率是一个美丽而有趣的话题,即使在Octane中比较麻烦,它也会为您的渲染增加很多。
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