Calibrate area light

This commit is contained in:
luboslenco 2019-02-27 21:31:21 +01:00
parent e6d4fe43da
commit fc2635e673
2 changed files with 2 additions and 2 deletions

View file

@ -95,7 +95,7 @@ vec3 sampleLight(const vec3 p, const vec3 n, const vec3 v, const float dotNV, co
float ltcspec = ltcEvaluate(n, v, dotNV, p, invM, lightArea0, lightArea1, lightArea2, lightArea3);
ltcspec *= textureLod(sltcMag, tuv, 0.0).a;
float ltcdiff = ltcEvaluate(n, v, dotNV, p, mat3(1.0), lightArea0, lightArea1, lightArea2, lightArea3);
vec3 direct = albedo * ltcdiff + ltcspec * spec;
vec3 direct = albedo * ltcdiff + ltcspec * spec * 0.05;
#else
vec3 direct = lambertDiffuseBRDF(albedo, dotNL) +
specularBRDF(f0, rough, dotNL, dotNH, dotNV, dotVH) * spec;

View file

@ -1506,7 +1506,7 @@ class ArmoryExporter:
o['spot_size'] = math.cos(objref.spot_size / 2)
o['spot_blend'] = objref.spot_blend / 10 # Cycles defaults to 0.15
elif objtype == 'AREA':
o['strength'] *= 40.0
o['strength'] *= 80.0 / (objref.size * objref.size_y)
o['size'] = objref.size
o['size_y'] = objref.size_y