How to use the lighting passes
Posted: Tue Jan 13, 2015 10:00 pm
Hi everybody!
In this write-up I'll quickly explain how to set-up and use the new light passes introduced in OctaneRender 2.21. A light pass isolates the contribution of a light source. Each light pass behaves as if all the other lights in the scene are switched off. The individual light passes can be added togheter in post to recreate the original render or to tweak the individual contributions of each light. The light passes available in Octane are:
Please feel free to ask any questions if something isn't clear.
cheers, Thomas
In this write-up I'll quickly explain how to set-up and use the new light passes introduced in OctaneRender 2.21. A light pass isolates the contribution of a light source. Each light pass behaves as if all the other lights in the scene are switched off. The individual light passes can be added togheter in post to recreate the original render or to tweak the individual contributions of each light. The light passes available in Octane are:
- Sunlight: Captures the light contribution of the sun. Only useful when a daylight environment is configured.
- Ambient light: Captures ambient light either from the sky in a daylight environment or from the texture in a texure environment.
- Light pass 1-8: Light passes 1 to 8 capture the contribution from mesh emitters. Emitters (both texture and blackbody) have a light pass ID pin assigning an emitter to a light pass. It's possible to assign multiple emitters to the same light pass. If nothing is configured, all emitters contribute to light pass 1.
Please feel free to ask any questions if something isn't clear.
cheers, Thomas