OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Forums: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby juanjgon » Tue Jan 21, 2014 8:43 pm

juanjgon Tue Jan 21, 2014 8:43 pm
BorisGoreta wrote:Thanks for the p file, it really helps.

As for the matte workflow I would like to be able to quickly render black and white masks wheresome objects would be completely white and some would be completely blackplus hite objects should have 100 alpha and black objects 0 alpha.

I know I can render material Id but it is not 100 accurate inisolating elements in PS later.


I could add the Lightwave's "matte object" fearture, but AFAIK the alpha channel can't be set in Octane to a custom value ... the only way to get a 100 alpha is to make object full transparent, so a black object with 100 alpha is not possible.

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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby BorisGoreta » Sat Jan 25, 2014 3:44 pm

BorisGoreta Sat Jan 25, 2014 3:44 pm
When using Octane Texture Emission node it's power value doesn't have any effect if I go over 100000, as if all higher values get clipped to this number so I can't crank up the emission of my HDRI image.
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby gordonrobb » Sat Jan 25, 2014 5:34 pm

gordonrobb Sat Jan 25, 2014 5:34 pm
I lthoight it was distribution you put the texture into
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby juanjgon » Sat Jan 25, 2014 6:14 pm

juanjgon Sat Jan 25, 2014 6:14 pm
BorisGoreta wrote:When using Octane Texture Emission node it's power value doesn't have any effect if I go over 100000, as if all higher values get clipped to this number so I can't crank up the emission of my HDRI image.


As you can see in Standalone app, the upper limit for this value es 100000.0 ... perhaps you could add a color correction node between TextureImage and Emission node to try to get more power using the brightness or brightness scale parameters of this node.

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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby BorisGoreta » Mon Jan 27, 2014 4:53 pm

BorisGoreta Mon Jan 27, 2014 4:53 pm
Aha, thanks for pointing this out.
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby BorisGoreta » Tue Jan 28, 2014 3:09 pm

BorisGoreta Tue Jan 28, 2014 3:09 pm
I still can't crank up emission of the environment HDRI texture, if I use color corrector it just clips the color values to 1.0.
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby juanjgon » Tue Jan 28, 2014 3:14 pm

juanjgon Tue Jan 28, 2014 3:14 pm
BorisGoreta wrote:I still can't crank up emission of the environment HDRI texture, if I use color corrector it just clips the color values to 1.0.


Perhaps you should use large ISO or more exposure time if your scene is too dark with your HDRI environment.

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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby FrankPooleFloating » Tue Jan 28, 2014 3:51 pm

FrankPooleFloating Tue Jan 28, 2014 3:51 pm
Boris, can't you bump up this hdr a couple stops in PS (and save it as a new version, obviously)?
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby BorisGoreta » Tue Jan 28, 2014 4:18 pm

BorisGoreta Tue Jan 28, 2014 4:18 pm
But these are regular HDRI maps from Dutch maps and I have always used them without this trouble, this is something new.

Perspective projection mode doesn't do anything and I don't understand how XYZ to UVW works ?
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Re: OctaneRender™ for LightWave™ 1.5 beta - build 1.25.0

Postby juanjgon » Tue Jan 28, 2014 4:39 pm

juanjgon Tue Jan 28, 2014 4:39 pm
BorisGoreta wrote:But these are regular HDRI maps from Dutch maps and I have always used them without this trouble, this is something new.

Perspective projection mode doesn't do anything and I don't understand how XYZ to UVW works ?


What is the gamma setting for the texture? ... perhaps you could change it.

Perspective projection is used for camera mapping, that has it's own node to work, and the XYZ to UVW is a linear space projection: X coordinate to U, Y coordinate to V and Z coord. to W ... both projections are not very useful in the projection node, but are there anyway.

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