From the course: 3ds Max 2019: Advanced Lighting
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Collimating an Arnold light beam with Spread - 3ds Max Tutorial
From the course: 3ds Max 2019: Advanced Lighting
Collimating an Arnold light beam with Spread
- [Instructor] 3ds Max Photometric lights always obey the inverse square law, such that the intensity falls off proportionally to the square of the distance. This is also known as quadratic decay, and it accurately simulates the propagation of energy from a light source. However, many of the lighting fixtures that we use in our daily lives are not just simple light sources, but instead, they are actually assemblies of optical components: light sources, reflectors, and/or lenses. One of the main goals of many lighting fixtures is precisely to defeat the inverse square law and focus light into a beam, so that its intensity is greater at a distance. This is not something that Photometric lights and 3ds Max can do. For any fixture that employs a reflector or a lens or both, the Photometric lights will not accurately represent the light decay. Unfortunately, this invalidates the accuracy of any lighting study done with the 3ds Max Photometric lights that involves lighting instruments with…
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Interior daylight with Physical Sun & Sky5m 48s
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Physical material emission for environments5m 30s
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Approximating sunlight with a photometric disc4m 21s
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Filling shadows with area soft lights5m 57s
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Interior artificial light in ART7m 20s
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Importing photometric data from an IES file3m 39s
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Interior sunlight with an Arnold distant light5m 51s
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Ambient sky light with an Arnold quad light8m 24s
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Collimating an Arnold light beam with Spread4m 45s
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Focusing an Arnold light beam with Lens Radius6m 6s
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