False colour rendering 3D viewport

Hello, I hope you are well.

I have a questions in regards to the false colour rendering in the 3d viewport, here below is an example.

I am analysing the results of some lamps on a vehicle, which are tilted at 20 degree down. The aim is to see the light diffusion on the floor in front of the vehicle. A single lamp when pointed perpendicular to a vertical calculation surface would peak at 50Lux at 10m. Now I can move the lamps and reach 50lux on the floor at 10m with 4 lamps, which I would expect should be more!

This leads me to think that as the lamps are tilt, the axis of the beam has a vertical and horizontal component, and Dialux Evo by standard shows the false colour rendering of the horizontal component only, I am correct? is there a way to change that without having to add a calculation surface on the floor with a calculation parameter of vertical.

on another hand, from your experience the raytrace render are relatively accurate in term of lighting visualisation?

I hope this makes sense.

Thanks for you replies in advance!

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