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How to use light linking

PostPosted: Mon Sep 24, 2018 9:35 am
by mitchino
Is there documentation or a tutorial describing how to use light linking? I'm using V4-XB4-V1 studio version on OSX

Re: How to use light linking

PostPosted: Mon Sep 24, 2018 1:45 pm
by Studio21
I think it was only added in the RC versions?

In any case:

In any light emitter u can set a light pass (1-8), then slap an octane object tag on a desired object and in the object layer tab, decide which light passes u would like to effect that object.

Best,
G

Re: How to use light linking

PostPosted: Mon Sep 24, 2018 1:48 pm
by bepeg4d
Hi,
have a look at this simple example scene made with v4RC4 Mac:
lightlinking.zip
(261.78 KiB) Downloaded 256 times

Let’s say that we have a scene with three objects inside a room with a glass window, enlightened by the Daylight environment, and three different Area lights:
F2AD36ED-EF48-4B55-B182-EC1C4E736D49.jpeg

We don’t want the reflection of the Area lights on the glass/window, so we add an Octane Object tag, we change the Use light pass mask option to Enable, and we untick the #1, 2, 3 checkboxes to disable the effect of the Area Lights on the glass:
1EC72B69-E892-4FAD-B321-F37EFE58B3AE.jpeg

Then we want to have the room enlightened only by the Sun/Environment, and the Area light on top #3, so we add another Octane Object tag to the walls object, enable the light pass mask, and untick Light ID 1 and 2:
E90DEA39-55B1-4395-BB3B-1F048ECA643D.jpeg

In v4RC4 you can also use the new Light linking invert option in the Kernel setting to invert all the light linking tag at once, for example by enabling the Light ID2:
5B251855-7D05-44CB-8849-8F7CD4D15FFE.jpeg

Happy GPU Rendering,
ciao Beppe

Re: How to use light linking

PostPosted: Wed Jan 30, 2019 5:59 am
by sbstnc
Sorry to resurrect an older thread
Can someone explain to me if what I am trying to do will work?

Read Aoktar's explanation here:
http://www.aoktar.com/octane/OCTANE%20H ... %20linking
And this makes sense. Except for one last part global and local overrides.
"You can also enable or disable lights globally and intervene locally. "

I take this to mean, I can exclude a light from the entire scene by disabling it in Kernel settings. In this case, disable 8.
But then locally, in the object tag, I can override that and enable 8 only, for that object.
By this logic, I only need the tag on my one object to enable light 8 (and only 8) on it, while 8 is excluded from all other objects - I don't need to put a tag on everything else.

However the kernel setting override the local. So there doesn't appear to be a simple way to exclude light 8 from scene but keep on one object. Looks like I need to manually exclude 8 from all objects except the one I actually want it on? Too many tags.

Is this expected behaviour?
Thanks
S