Lights needs improving for a long time

Hello everyone

I found this post RhinoCycles Linear Light off from 2015 and I am facing the same problem.

Am I doing something wrong? It doesn’t matter if I extend the linear or rectangle light, it will only illuminate till a certain lenght limit (which is short by the way).

Also the lights are not phisical, they project light but don’t have a iluminated body and that is not how light should work.

Please, take this requests in consideration, since they seem to be neglected for a long time

That’s the entire idea of how “light objects” work. They’re “fake” sort-of-lights that actually only exist as a point and specular highlight parameters. (That’s what specular highlights are, the fake reflections of the imaginary body of the fake lights.) You use them for speed, not realism.

For more realistic lighting in a modern renderer you can physically model actual light sources and illuminate them with “Emission” materials, I haven’t used those “light” objects in a decade, they’re a relic from the dawn of computer graphics. You used to have to model up light sources and just make them LOOK lit-up, with the invisible light objects providing the actual light. Just no need anymore.

maybe the render engines could do this, but if its need to have a third software for everything, why use rhino?

No idea what you’re talking about there, my comment is general information about the history of rendering and applies to anything.

I said, sure I could solve the rhino light software with a render engine, but therefore I would need to buy another software to do this and is way better if I could do it all in one software instead of needing to buy another one because light is super old and neglected in rhino.

You don’t need anything else.

See the attached example. The hexagon object uses a Physically Based material, with an emission map that is controlled by the Dots texture internally by Rhino.

The light is physical, and you can put any map you please onto the surface.

Hexagon_Emissive.3dm (285.3 KB)

That’s how all renderers work. I mean except for the other lighting tech of editing an HDR, which is not “light objects.”

How you did this?? When I tried to do a emissive material in rhino the light was super weak

All you are doing is cranking up the intensity in the emissive panel:

Intensity = 5

Intensity = 50

The biggest problem is that Cycles is not physical, so the intensity units are just made up, and have no real physical meaning. So selecting values that are scene appropriate is the artform.

Note that by increasing the intensity, you do lose the falloff effect in the dot texture, as the “intensity” is seemingly a multiplier for all pixels across the texture. Rhino doesn’t know or care what the texture is, just that all the pixels applicable get scaled. So the soft disc of the dots for Intensity = 5 disappears for 50 on the same dots setting. To get this, one would have to re-normalise or scale the dots texture accordingly.

Thanks for the explanation!