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environment ocean

PostPosted: Sun Apr 28, 2019 4:05 pm
by spigolo
im building an ocean environment for an yacht animation.

I have the following problems with Octane:

I need to create an horizon as my see is squared (instances of H.O.T. displaced meshes) so I tried to place an hemyspeher with the same HDr image used as an environment to simulate the sky and "cut the sea" at the horizon
even if i set the hemisphere to don't cast shadow the environment light doesn't pass through..I know there is not an exclude from radiosity option like in lightwave.

i tried to light the ocean with the hemyspehere and make the hdr mapped on it to emitt light (in place of the environment hdr) but I get too noise and render time increases too much.

So in the end at he moment I uses my environment setup and then I cut the sphere used to create the horizon so its like a cilinder surrounding the scene and the sky light can light everything as the spehere is now an open cilinder (less or more) , but to get the sky hdr on the sphere luminous enough to be coerent with the scene I still have to make it luminous and render times grows again..

Is there a way to have a surface luminous but not emitting light (like in lightwave standard material)? Or someone could suggest a different technique?

I hope is clear what I mean

Re: environment ocean

PostPosted: Mon Apr 29, 2019 6:04 am
by spigolo
Just another question:
Is there a way to use Octane day environment sky and hide the HDR image, so the image is used only for reflections and radiance but
I see only the sky made by Octane?
Everytime I try the various options (backplate visible etc. ) nothing happens


Re: environment ocean

PostPosted: Tue Apr 30, 2019 9:06 am

in your sphere emition material settings you have options
to make it just luminous but not affecting diffuse or specular


Re: environment ocean

PostPosted: Mon May 13, 2019 10:19 am
by spigolo
I found it many thanks!