Thanks for the feedback.
Actually, the classic way to disable default scene lights is to create, say, an omni light, and turn it off.
But this is annoying. We’ll disable default lights as soon as one area light is present in the scene.
Indeed, this isn’t supported yet.
Good point, will add.
Environment color is supported, it’ll illuminate the scene with a uniformly colored light. Environment maps aren’t supported yet but this is high in my priority list.
Thanks, please share your renders!
We did a beta testing session of the plugin yesterday on a heavy production scene and here’s what came out of it, in the order it was reported:
- Default number of bounces is too low when using glass. We’ll probably increase it to 5 or 8.
- We need to expose the Max Ray Intensity feature of appleseed. Useful to kill fireflies.
- The IOR range (1-2.5) for the glass material is too low; diamond is near 2.5.
- appleseed’s area lights should emit light in the viewport.
- Support an “exit color” to detect when we’re reaching the bounce limit.
- Automatically number appleseed project files when exporting an animation.
- Add low priority mode to render in the background.
- Lights duplicate themselves during an animation?!
- Project export no longer works.
- Support HDRI environment maps.
- Disable default lights when at least one area light is present.
- Add checkboard in material previews.
- Fix SSS material preview.
- Materials don’t update properly when edited in the Slate editor?
- Some text labels in the glass materials are truncated when Windows scaling is at 100%.
- Support render regions.
- Render back faces as black instead of pink?
- Hiding area lights should not disable them (they should continue to emit light).
- Elasped and remaining times don’t work.