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For rectangle and disc ('flat') area lights:
Maya light intensity = physical_light intensity / 1pi (=~3.142)
Maya spot light's dropoff (with cone angle maxed) = physical_light's cosine_exponent
For sphere, cylindrical and geometric area lights:
Maya light intensity = physical_light intensity / 4*pi (=~12.566)
note: cosine_exponent does apply to flat area lights only
Well, this perfectly emulates physical_light's intensity and cosine_exponent. But what about it's cone attribute? The cone attribute simply represents (out of the manual) 'the cosine of the opening angle of the inner solid cone'. With Maya lights this can easily be imitated by using a negative penumbra angle (a positive penumbra would make the cone angle actually wider).
So what's left is the threshold attribute of the physical_light. That's why my success goes as far as exactly 75% (4 attributes to be 'emulated', 1 failed, makes a loss of success of 25%, heh). The threshold attribute sometimes helps to effectively reduce the amount of shadow rays when using finalgathering. It's kinda useless though when used solely with direct lighting. However, this internal optimization cannot be achieved by a standard Maya light - maybe in future?
With the above correlations in mind, you hopefully better understand the interplay of direct and indirect (photon) intensity and you can get physically plausible solutions without abandoning Maya's native lights and material shaders.
I hope you enjoyed another experiment that maybe will let you get a bit more out of MentalRay than usual.
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http://individual.floze.de/ |