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Light color.

PostPosted: Thu Mar 09, 2017 8:00 am
by Kryzys
A. Operating System Win 10
B. Graphics Card(s) model GTX 1070
C. RAM Capacity (i.e. 16 GB)
D. Nvidia driver version 378.66
E. OctaneRender Standalone version, if installed 3.06 test 2
F. OctaneRender plugin version 3.06
G. Houdini 16.0.504.20


Hi.

In light is problem with value of color. When I,m changing from white to other color nothing happen .
When texture emission or black body is selected light always cast white light. Parameter Texture is 1 in blackbody emission.
I tested it with texture = 0 always the same result. Colored light is visible in reflection but not in diffuse.

Only when I put obj parm to light and change value in light emission plane (ColorRGB) from area light or geometry of
spot, light start to cast colored light.

Re: Light color.

PostPosted: Thu Mar 09, 2017 9:51 am
by juanjgon
Hi,

Are you using the new Octane light node? Here it seems to work fine configured as blackbody or color emission. If you want to attach your sample scene, I could test it here to see what is the problem.

Thanks,
-Juanjo

Re: Light color.

PostPosted: Thu Mar 09, 2017 1:42 pm
by Kryzys
Yes I'm using O light node. WIth blackbody everything is ok. Filter by color won't work.
No matter what color I choose everything is white or get color from blackbody temperature.

I checked when white texture is used and filtered by color. But have the same problem. Color is still white.

Image

Image

scene:
https://dl.dropboxusercontent.com/u/239 ... _bug.hiplc

Re: Light color.

PostPosted: Thu Mar 09, 2017 1:52 pm
by juanjgon
Ok. Thanks for the scene. Yes, I can see the problem now. There is an issue with the Octane light HDA. I'll fix it for the next build.

One workaround can be editing the light shader inside the Octane light HDA and disconnect the NT_TEX_IMAGE1 node from the NT_EMIS_TEXTURE1 node. The color parameter should work fine in this case.

Thanks for reporting this issue!
-Juanjo

Re: Light color.

PostPosted: Mon Mar 20, 2017 11:18 pm
by juanjgon
This problem has been fixed for the next build.

Thanks,
-Juanjo