Rendering splines/hair with an emission render

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Rendering splines/hair with an emission render

Postby ionoprea » Fri Feb 12, 2016 4:49 pm

ionoprea Fri Feb 12, 2016 4:49 pm
Hi all!

I was wandering if it's possible to render splines with an emitting material?

I have a scene with a spline object with a octane tag on it. "Render as Hair" is check on the "Hair" tab.
What I want is to turn the spline in a light source.

I understand that since the spline is not a geometry it makes sense that the emission shader won't see it,
however I was hoping maybe there is a work around.

PS: Just to use a sweep nurb and generate geometry from the splines doesn't work for me cause I have LOTS of splines and will kill the viewport and octane.
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Re: Rendering splines/hair with an emission render

Postby aoktar » Sat Feb 13, 2016 2:50 pm

aoktar Sat Feb 13, 2016 2:50 pm
Have you tried the blackbody emission with "Surface brightness=ON"?
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Re: Rendering splines/hair with an emission render

Postby VVG » Sat Aug 12, 2017 1:33 pm

VVG Sat Aug 12, 2017 1:33 pm
aoktar wrote:Have you tried the blackbody emission with "Surface brightness=ON"?


not working
Attachments
hair emiss.jpg
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
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Re: Rendering splines/hair with an emission render

Postby aoktar » Tue Aug 15, 2017 3:51 pm

aoktar Tue Aug 15, 2017 3:51 pm
VVG wrote:
aoktar wrote:Have you tried the blackbody emission with "Surface brightness=ON"?


not working

Answer is NO for this case from devs. Hair primitives are not supporting the casting of any illumination.
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Re: Rendering splines/hair with an emission render

Postby vizualok » Sun Jan 27, 2019 2:32 pm

vizualok Sun Jan 27, 2019 2:32 pm
Link the trails to xpSplineMesher - there the emission will work - no more need for the hair tag
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