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PBR Unity Light Component

PostPosted: Thu Jul 11, 2019 9:00 am
by mathaig
Hi,
It seems that the spot light range does not behave the same way as in Unity. I have read from another thread "Unity lights" that i can use the PBR Unity Light Component to tweak the lights.

Regards

Re: PBR Unity Light Component

PostPosted: Thu Jul 11, 2019 11:59 am
by ChrisHekman
Yes unity lights do not follow the inverse square law, which means that octane cannot 100% replicate them.

You an use PBR Light Components by simply adding the component to the parent game object of an existing light component. It should automatically override the light settings.

Re: PBR Unity Light Component

PostPosted: Thu Jul 11, 2019 12:20 pm
by mathaig
It seems that PBR Unity Light Component is not exposed. I tried via the inspector and also via script. Using Octane 2018.1.3

Re: PBR Unity Light Component

PostPosted: Thu Jul 11, 2019 8:24 pm
by mathaig
Yes but PBR Unity Light Component is not expose via the editor no via script. Is there some other script that i shoulkd get ?

Re: PBR Unity Light Component

PostPosted: Fri Jul 12, 2019 9:01 am
by ChrisHekman
Yes, it seems PBRUnityLightComponents were marked as internal. This has been changed to public and should be accessable in the next build.

Re: PBR Unity Light Component

PostPosted: Mon Jul 15, 2019 11:01 am
by mathaig
Oh good, and when is the next release happening ? Would it be the version 4 of the plugin ?

Re: PBR Unity Light Component

PostPosted: Tue Aug 13, 2019 9:23 am
by mathaig
So if i were to add the light component, what would happen:
1. unity light follows the inverse square law ?
OR
2. the octane representation of the unity light will be linear ?

regards

Re: PBR Unity Light Component

PostPosted: Wed Aug 14, 2019 9:46 am
by ChrisHekman
Neither. The light component allows you you to edit and save the octane side of the light. For instance it allows you to turn a spotlight into an IES lights.
Octane is an unbiased renderer, which means that the inverse square law is an emergent property and not directly coded in.
This is an difference between octane and unity that is hard to bridge, as unity does code their light drop-off into the engine.

For the automatic conversion of lights we match the light intensity at 75% of the unity light range.
This means that everyting closer than 75% of the unity light range will be brighter in octane, and everything farther than 75% will be darker in octane.