light power wrong values #64839

Closed
opened 2019-05-19 16:45:29 +02:00 by Andrei Salamandic · 7 comments

System Information
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.07

Blender Version
Broken: version: 2.80 (sub 69), branch: blender2.7, commit date: 2019-05-19 00:09, hash: 06c4139a68
Worked: (optional)

guys. when you implement new features in blender please make them compatible with old blender builds or scenes. creating a new light objects takes power of 1 by default. but opening some lights made in older blender builds gives different power values. and this is messing the entire scene. i have now to change every light power value. or i have to use an older build. please pay more attention to improvements you make. thanks
Capture.JPG

**System Information** Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.07 **Blender Version** Broken: version: 2.80 (sub 69), branch: blender2.7, commit date: 2019-05-19 00:09, hash: `06c4139a68` Worked: (optional) guys. when you implement new features in blender please make them compatible with old blender builds or scenes. creating a new light objects takes power of 1 by default. but opening some lights made in older blender builds gives different power values. and this is messing the entire scene. i have now to change every light power value. or i have to use an older build. please pay more attention to improvements you make. thanks ![Capture.JPG](https://archive.blender.org/developer/F7048235/Capture.JPG)

Added subscriber: @andreymd87

Added subscriber: @andreymd87

Capture.JPG

this is the right result with an older build

![Capture.JPG](https://archive.blender.org/developer/F7048637/Capture.JPG) this is the right result with an older build

Added subscriber: @brecht

Added subscriber: @brecht

Please provide an example .blend file to reproduce the problem.

There is code to preserve backwards compatibility, but it has to choose either Cycles or Eevee so depends on the render engine in the scene.

Please provide an example .blend file to reproduce the problem. There is code to preserve backwards compatibility, but it has to choose either Cycles or Eevee so depends on the render engine in the scene.

old build cycles:
cycles.JPG

old build eevee:
eevee.JPG

new build cycles:
bug.JPG

same scene
area_light_with_emmision_1.blend

old build cycles: ![cycles.JPG](https://archive.blender.org/developer/F7049093/cycles.JPG) old build eevee: ![eevee.JPG](https://archive.blender.org/developer/F7049095/eevee.JPG) new build cycles: ![bug.JPG](https://archive.blender.org/developer/F7049097/bug.JPG) same scene [area_light_with_emmision_1.blend](https://archive.blender.org/developer/F7049099/area_light_with_emmision_1.blend)

The attached file appears to be working as I expect it. The render engine is set to Cycles, so it changes the light power to match the Cycles shader node setup, which is 1W. That does mean the Eevee results change and the 10W value is lost, but we can't avoid that since the purpose of this change was to unify the light power settings between Cycles and Eevee.

The attached file appears to be working as I expect it. The render engine is set to Cycles, so it changes the light power to match the Cycles shader node setup, which is 1W. That does mean the Eevee results change and the 10W value is lost, but we can't avoid that since the purpose of this change was to unify the light power settings between Cycles and Eevee.

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Andrei Salamandic self-assigned this 2019-05-20 12:14:24 +02:00
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Reference: blender/blender#64839
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