After some discussion internally (with @ZapAndersson), we feel that the emission controls would be improved if:
- we add an
emission_weight parameter in [0,1], that multiplies the luminance, defaulting to 0.
- we make the
emission_luminance default to 1000 nits.
Currently, instead we have:
- no
emission_weight.
emission_luminance defaults to 0.
The issue with this is that some DCCs (e.g. 3ds Max) don't have the concept of a "soft-range", so the emission_luminance has to be a constant or spinner.
It's more convenient for there to be a simple [0, 1] emission_weight modulating the luminance which can be controlled via a slider (and also textured with a [0, 1] mask). Also this is more consistent with the other "lobes" which all have an associated weight dialing the strength of the effect.
Adding this weight defaulting to 0, then allows the emission_luminance to default to the (reasonable) 1000 nits value, rather than having this value merely be the soft-max (which as noted some DCCs don't support).
After some discussion internally (with @ZapAndersson), we feel that the emission controls would be improved if:
emission_weightparameter in [0,1], that multiplies the luminance, defaulting to 0.emission_luminancedefault to 1000 nits.Currently, instead we have:
emission_weight.emission_luminancedefaults to 0.The issue with this is that some DCCs (e.g. 3ds Max) don't have the concept of a "soft-range", so the
emission_luminancehas to be a constant or spinner.It's more convenient for there to be a simple [0, 1]
emission_weightmodulating the luminance which can be controlled via a slider (and also textured with a [0, 1] mask). Also this is more consistent with the other "lobes" which all have an associated weight dialing the strength of the effect.Adding this weight defaulting to 0, then allows the
emission_luminanceto default to the (reasonable) 1000 nits value, rather than having this value merely be the soft-max (which as noted some DCCs don't support).