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Mentalist
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It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that globally controls the emission strength for all lights with a material controlled by that Group node.

Emission Strength Value node

Does that make sense, or do you need me to elaborate on some points?

You can start by examining and playing with the example .blend provided.

The subject is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

Just keep in mind that if you're matching to an emitter mesh, the brightness will vary according to the surface area of the mesh. So you'll want to create a mesh light of matching size.

Update

I looked at your .blend. Compare the Group node you had...

Previous Group node setup

to this modified one I made:

New Group node setup

Since the flame attribute is local to the mesh, as you observed, the best we can do is to multiply the emission intensity by some factorvalue. And if we do that using a Group node then that value gets shared so we only need to change it once.

I put the color value in there so it can be shared too. But the nature of how the flame color is generated is different, and uses the ColorRamp, so while their intensity can be increased or decreased simultaneously, the color won't be exactly the same.

I added an emitter mesh because it emits more light than a Point Lamp. I left the Point Lamp though, so you can see how the Group node is applied to both.

I'm not sure what your final goal is with all of this, but I hope this can be a solution for you.

Taking it Further

You can keyframe the Value node and then add a Noise Modifier to the animation so the brightness will flicker in sync (although such animation will not be visible in Viewport Render).

Keyframed Value node with a Noise Modifier on it to make the flame flicker

It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that globally controls the emission strength for all lights with a material controlled by that Group node.

Emission Strength Value node

Does that make sense, or do you need me to elaborate on some points?

You can start by examining and playing with the example .blend provided.

The subject is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

Just keep in mind that if you're matching to an emitter mesh, the brightness will vary according to the surface area of the mesh. So you'll want to create a mesh light of matching size.

Update

I looked at your .blend. Compare the Group node you had...

Previous Group node setup

to this modified one I made:

New Group node setup

Since the flame attribute is local to the mesh, as you observed, the best we can do is to multiply the emission intensity by some factor. And if we do that using a Group node then that value gets shared so we only need to change it once.

I put the color value in there so it can be shared too. But the nature of how the flame color is generated is different, and uses the ColorRamp, so while their intensity can be increased or decreased simultaneously, the color won't be exactly the same.

I added an emitter mesh because it emits more light than a Point Lamp. I left the Point Lamp though, so you can see how the Group node is applied to both.

I'm not sure what your final goal is with all of this, but I hope this can be a solution for you.

Taking it Further

You can keyframe the Value node and then add a Noise Modifier to the animation so the brightness will flicker in sync (although such animation will not be visible in Viewport Render).

Keyframed Value node with a Noise Modifier on it to make the flame flicker

It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that globally controls the emission strength for all lights with a material controlled by that Group node.

Emission Strength Value node

You can start by examining and playing with the example .blend provided.

The subject is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

Just keep in mind that if you're matching to an emitter mesh, the brightness will vary according to the surface area of the mesh. So you'll want to create a mesh light of matching size.

Update

I looked at your .blend. Compare the Group node you had...

Previous Group node setup

to this modified one I made:

New Group node setup

Since the flame attribute is local to the mesh, as you observed, the best we can do is to multiply the emission intensity by some value. And if we do that using a Group node then that value gets shared so we only need to change it once.

I put the color value in there so it can be shared too. But the nature of how the flame color is generated is different, and uses the ColorRamp, so while their intensity can be increased or decreased simultaneously, the color won't be exactly the same.

I added an emitter mesh because it emits more light than a Point Lamp. I left the Point Lamp though, so you can see how the Group node is applied to both.

I'm not sure what your final goal is with all of this, but I hope this can be a solution for you.

Taking it Further

You can keyframe the Value node and then add a Noise Modifier to the animation so the brightness will flicker in sync (although such animation will not be visible in Viewport Render).

Keyframed Value node with a Noise Modifier on it to make the flame flicker

Answer expanded.
Source Link
Mentalist
  • 19.4k
  • 9
  • 98
  • 172

It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that globally controls the emission strength for all lights with a material controlled by that Group node.

Emission Strength Value node

Does that make sense, or do you need me to elaborate on some points?

You can start by examining and playing with the example .blend.blend provided.

The subject is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

Just keep in mind that if you're matching to an emitter mesh, the brightness will vary according to the surface area of the mesh. So you'll want to create a mesh light of matching size.

Update

I looked at your .blend. Compare the Group node you had...

Previous Group node setup

to this modified one I made:

New Group node setup

Since the flame attribute is local to the mesh, as you observed, the best we can do is to multiply the emission intensity by some factor. And if we do that using a Group node then that value gets shared so we only need to change it once.

I put the color value in there so it can be shared too. But the nature of how the flame color is generated is different, and uses the ColorRamp, so while their intensity can be increased or decreased simultaneously, the color won't be exactly the same.

I added an emitter mesh because it emits more light than a Point Lamp. I left the Point Lamp though, so you can see how the Group node is applied to both.

I'm not sure what your final goal is with all of this, but I hope this can be a solution for you.

Taking it Further

You can keyframe the Value node and then add a Noise Modifier to the animation so the brightness will flicker in sync (although such animation will not be visible in Viewport Render).

Keyframed Value node with a Noise Modifier on it to make the flame flicker

It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that globally controls the emission strength for all lights with a material controlled by that Group node.

Emission Strength Value node

Does that make sense, or do you need me to elaborate on some points?

You can start by examining and playing with the example .blend provided.

The subject is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

Just keep in mind that if you're matching to an emitter mesh, the brightness will vary according to the surface area of the mesh. So you'll want to create a mesh light of matching size.

It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that globally controls the emission strength for all lights with a material controlled by that Group node.

Emission Strength Value node

Does that make sense, or do you need me to elaborate on some points?

You can start by examining and playing with the example .blend provided.

The subject is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

Just keep in mind that if you're matching to an emitter mesh, the brightness will vary according to the surface area of the mesh. So you'll want to create a mesh light of matching size.

Update

I looked at your .blend. Compare the Group node you had...

Previous Group node setup

to this modified one I made:

New Group node setup

Since the flame attribute is local to the mesh, as you observed, the best we can do is to multiply the emission intensity by some factor. And if we do that using a Group node then that value gets shared so we only need to change it once.

I put the color value in there so it can be shared too. But the nature of how the flame color is generated is different, and uses the ColorRamp, so while their intensity can be increased or decreased simultaneously, the color won't be exactly the same.

I added an emitter mesh because it emits more light than a Point Lamp. I left the Point Lamp though, so you can see how the Group node is applied to both.

I'm not sure what your final goal is with all of this, but I hope this can be a solution for you.

Taking it Further

You can keyframe the Value node and then add a Noise Modifier to the animation so the brightness will flicker in sync (although such animation will not be visible in Viewport Render).

Keyframed Value node with a Noise Modifier on it to make the flame flicker

added 16 characters in body
Source Link
Mentalist
  • 19.4k
  • 9
  • 98
  • 172

It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that universallyglobally controls the emission strength for all lights that usewith a material that usescontrolled by that Group node as a controller.

Emission Strength Value node

So by adjusting the value of that node within the Group, you can control the brightness of all lights that utilize it.

Does that make sense, or do you need me to elaborate on some points?

You can start by examining and playing with the example .blend provided.

The result is you can have a subject that is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

Just keep in mind that if you're matching to an emitter mesh, the brightness will vary according to the surface area of the mesh. So you'll want to create a mesh light of matching size.

It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that universally controls the emission strength for all lights that use a material that uses that Group node as a controller.

Emission Strength Value node

So by adjusting the value of that node within the Group, you can control the brightness of all lights that utilize it.

Does that make sense, or do you need me to elaborate on some points?

You can start by examining and playing with the example .blend provided.

The result is you can have a subject that is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

It's quite easy, and technically this is a duplicate question...but since you framed it within the context of lighting I will go ahead and answer.

Say you have two or more lights, and you want them to share a value for emission.

For any property you want to share between multiple materials, you need to Group it. CtrlG

In this case the Value we want to share is to be used for Emission, so create a lamp with a Value input node for emission strength and then group that node.

Value node used to specify Emission strength

You should end up with a Group like this:

Group node for controlling Emission Strength

Hit Tab to go inside of the Group node and you will see your Value node that globally controls the emission strength for all lights with a material controlled by that Group node.

Emission Strength Value node

Does that make sense, or do you need me to elaborate on some points?

You can start by examining and playing with the example .blend provided.

The subject is lit with a proportionately controlled amount of light.

Suzanne lit by lights of different color, type, and distance, but the same emission strength

In this example render Suzanne is lit by multiple lamps. The distance, color, and even type of the lamps is different, but the global brightness is controlled by the same group-linked value.

Just keep in mind that if you're matching to an emitter mesh, the brightness will vary according to the surface area of the mesh. So you'll want to create a mesh light of matching size.

Wording refined.
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Mentalist
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Mentalist
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Mentalist
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Mentalist
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Mentalist
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