Author Topic: RaySwitchMtl Respect LightMtl in 3ds Max or Bloom/Glare multiplier in LightMtl  (Read 149 times)

2019-01-03, 18:53:53

Tannerjohnso1

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Not sure if this request belongs here or if someone knows a workaround but below is my issue.

In the past as well as currently, there are times where I need a CoronaLightMtl to be super bright to avoid changing lighting and exposure settings everywhere else.  But when this happens, the Bloom/Glare gets decimated by this material.  A workaround I tried to do was to use a RaySwitchMtl where the Global Illumination slot utilized the super bright material but the other three - Reflection, Refraction, Direct - would use a CoronaMtl or LightMtl at a much lower intensity but doesn't emit light.  Right now the Mtl in the GI slot is still acting as if the RaySwitchMtl is not there.

The other option would be a Bloom/Glare multiplier number in the material itself so that you can modify that specific light's bloom output. For example, say I want the Bloom for said light to be 0.25x to reduce it or if you're feeling crazy 8x for really dim lights to still show up in the Bloom pass.
« Last Edit: 2019-01-10, 17:19:10 by Tannerjohnso1 »

2019-01-04, 14:31:00
Reply #1

maru

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So basically you are requesting better control for bloom and glare - for example some kind of per-light bloom and glare intensity, right? We already have it logged, and it could be done at some point, but not specific plans yet.
The LightMtl+RaySwitch issues are known too, but very hard to fix.

2019-01-04, 16:57:57
Reply #2

Tannerjohnso1

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So basically you are requesting better control for bloom and glare - for example some kind of per-light bloom and glare intensity, right? We already have it logged, and it could be done at some point, but not specific plans yet.
The LightMtl+RaySwitch issues are known too, but very hard to fix.

If the RaySwitch is too difficult - which I figured might be the case - then a per-Light or LightMtl Bloom/Glare multiplier would be fantastic.