elecman wrote:See the attached image. The black spots are caused by the spotlights called "instrument flood light".
Some other questions:
-The render is pretty low dynamic range. How do I reduce the intensity of the areas where the sun hits the cockpit? Hightlight compression is already set at 1.
-Why is the overall image so blue?
The attachment cockpit.jpg is no longer available
The scene we have here does not have instrument flood light. Could you send me an updated version?
Did you override them? What are you settings?
"The render is pretty low dynamic range. How do I reduce the intensity of the areas where the sun hits the cockpit? Hightlight compression is already set at 1."
I would like to make a note on this topic, also in light of the other thread.
Under the hood octane is fully hdr (32 bit float RGBA (128bit per pixel). This means that a color channel can range somewhere between 0 and 3.402823 × 10^38 theoretically.
The issue here isnt the range. The issue is how this range is tonemapped down towards the standard rgba format for your textures/screen.
I have attached a picture that has a clearly visible interior without having a high intensity sun by changing settings in the imager and increasing the sky turbidity a little bit. Is that in the direction you are looking for?
-Why is the overall image so blue?
In the scene I have here, you have two spotlights that are yellow. (Dome light left/right) In unity this yellow light makes the blue textures/materials look a bit more greenish.
These spotlights are blocked by other geometry in octane. So they do not show up in octane.
If you want the greenish effect like in unity, I dvice you to either move the spotlights in the right direction. Or ignore the spotlights altogether and make the panels (Light dome) emit the light you want via emission.
Going the panel route should result in less noise in octane, and faster render time.