The current default is 0 to be closer to Rhino Render. Indeed 2 (or higher) for more realistic rendering.
Rhino lights aren’t going to see any changes for 6.x. None of the Rhino lights have fall-off (which is a PITA). That said: instead of using point lights you could add spheres (or any form object really), then add Cycles emissive material.
edit: note that with Fall-off you also need to have a separate strength control. 0-100% doesn’t mean anything, but rather you’d need a way to input the energy strength (which you can with Cycles emissive material).
SphereLightWithCyclesEmissive.3dm (197.9 KB)
If you can’t see the emissive material run TestShowPrivateContent
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This way you can create essentially neon tube figures.
Can you attach a file that shows this? Then I don’t have to guess all the settings (:
The Rhino Custom material with emission is indeed very limited. The best way to get a bright image is to use self-illumination. This causes materials to show up bright even when in shadow. Unfortunately for Rhino Custom self-illumination the shader has been set up to not have such objects cast light.
I’m creating some YT items for tracking requests. I have created the following YT items: RH-42038, RH-42039 and RH-42040