- 2020-01-28 at 10:19 am #23081vkleinLicensee
How do I change the multiplier or color of lights? Or the brightness of the environment HDR? There is no “change “value” on light” / environment puzzle node.2020-01-28 at 12:47 pm #23083Mikhail LuzyaninDeveloper
How do I change the multiplier or color of lights? Or the brightness of the environment HDR? There is no “change “value” on light” / environment puzzle node.
You can chage intencity of the world using Value node connceted to it and a special Set Value puzzle with Environment material. For Lights you can use only animation to change it’s intencity.
Co-founder and lead graphics specialist at Soft8Soft.2020-02-12 at 4:10 am #23479
I’m trying to figure out the same, or change the value/intensity of a Sun light, or hide/unhide, or change the intensity of the World.
Where could I find an example of how to get around this or a similar solution?
Thank you2020-02-12 at 6:19 am #234822020-02-12 at 6:28 am #23483
Yes I found that in another post, but the assets in the scene remain illuminated by lamps or environment, if I could control this light setup change, that would do. I understand it is possible by adding animation to lights and triggering it?2020-02-12 at 1:44 pm #235052020-02-13 at 4:00 am #23517
I tried that and I thought the operation froze, and was not working, but later realised it had 10-15 seconds to update and hide the light. Is it normal it takes so long to hide lights? (but does not happen with meshes etc)2020-02-13 at 6:40 am #235182020-02-14 at 3:24 am #23545
I’ve uploaded a version with two cubes that simply hide/show the light groups.
The model/texture is not really optimised yet, but still it’s rather very slow, not sure why.
Attached screenshot of puzzle, super simple.
Attachments:You must be logged in to view attached files.2020-02-14 at 6:51 am #235522020-02-15 at 7:20 am #23573
Precisely 2.80 official.
BUT I also use Chocofur’s asset manager as I have a full library that I use all the time, and I’ve noticed Chocofur’s materials are almost never V3D compatible, as they almost always have complex shaders. Displacement mapping is guarantee no to work….
I’ll have a look and see if I can identify it. Did you notice the lag? is it because it’s rebuilding the entire scene?
I2020-02-15 at 7:40 am #23574
I’ve shared you a google drive link to your email address, containing the packed .blend with the original archviz file I’m working on. (I would post it here but it contains assets with licenses and can’t just share anywhere)
Do you think we could identify where the issue is? I suspect it’s Chocofur’s asset or maybe another setup I might have on my scene? Would love to know to identify where it is generating from so I can avoid it.
In the past I had similar issues and the .blend simply seemed to be bugged. The only way I managed to get rid of the gltf export issues was appending the content to a new .blend file and start from “scratch”. But I’d rather know what might be.2020-02-15 at 10:07 am #235772020-02-16 at 10:13 am #23579
After creating a clean file that did not had any remainings of Chocofur’s models or shaders, the rest of the model works fine. Load can sometimes be 1-2 seconds but it’s in normal parameters for what I am building.
Now, I need to figure out what’s the actual issue with them so I can isolate and fix…2020-02-17 at 3:59 am #23584
Something that might help: If a material is not using nodes, it will create an error in V3D ;)
Maybe non-node materials should override while converting to GLTF?
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