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[Feature Request] Match Scene luminescence #321
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What do you mean by "luminescence"? The Luminosity value of the light source? |
If Roguedevjake meant luminosity, I hundred percent agrees with him, I miss that possibility for my maps ♥ |
I'm still not sure what this issue is exactly about. So it's about simulating global light shining through windows into a dark building? I'm not sure what that has to do with Luminosity specifically. It would help if you described what you try to achieve and what your current solution is. Global light shining into the interior of buildings through windows without placing a bunch of light sources has been requested multiple times, and I hope I can offer a one-click solution for it in the future, but it isn't easily implemented. |
I get that it's not easeliy implementable. It is about simulation global luminosity shining through windows into a dark building. But also being able to have that light synchronised so you don't have to change a bunch of lights each time. (PLacing them is one thinng but updating them each time the luminosity ischanged is a hassle. To this day I'm using smalltime for the ability to have the global illumination change with the time of day and the calendar. And use the perfect visions masks without lights from windows fro mtimeto time if it really fits the scene. |
I have big changes planned for PV for the next major release (5.0 / V11+); big changes on the UI level at least as I plan to move away from using drawings as means to define lighting areas. So there might be an opportunity to implemented placement for such special light sources that are sync'd with the associated area. We'll have to see. |
That would be so cool ! ♥♥♥ |
Update: Perfect Vision isn't going to be updated for V11 (see #334 for more details). |
Description
It would be incredibly useful for interior/exterior shared scenes to have lights that could sync their luminescence with the current scene darkness value.
This would primarily be used for ambient daylight/moonlight filtering in through windows and open doorways into masked areas.
Another good option would be an offset slider, so it would match the scene's darkness value and be adjusted up or down by the amount indicated by the slider (to a min/max of -1 or 1)
Context
No response
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