Parallel emission feature?

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Parallel emission feature?

Postby Bulwerk » Thu Apr 27, 2023 3:01 pm

Bulwerk Thu Apr 27, 2023 3:01 pm
I would be interested in the ability to "focus" a lights projection along a continuum. Currently light is emitted fundamentally in all directions from the normal (as real lights do) if I understand correctly.

But what if we could weight the ray direction based on surface normal 0=multidirectional 1=perpendicular to surface.

Mainly I see this being used to creating perfectly parallel spot lights but could also create interesting effects for mesh based lighting.
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Re: Parallel emission feature?

Postby frankmci » Thu Apr 27, 2023 6:12 pm

frankmci Thu Apr 27, 2023 6:12 pm
Even with how far as rendering has come in the last decade or so, which is truly mind boggling, I do miss a lot of the fakes that used to be our bread and butter, like ubiquitous "directional lights," and "environmental reflection" texture maps.
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Re: Parallel emission feature?

Postby elsksa » Sun Apr 30, 2023 1:41 pm

elsksa Sun Apr 30, 2023 1:41 pm
frankmci wrote:(...) I do miss a lot of the fakes that used to be our bread and butter

Likewise. Some "light features" are planned (filters and who knows what else). Looking forward to it.
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Re: Parallel emission feature?

Postby Hesekiel2517 » Wed May 03, 2023 12:11 pm

Hesekiel2517 Wed May 03, 2023 12:11 pm
As far as I know this can already be done with the distribution channel. There is also a Spotlight Texture to create a texture for this.
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Re: Parallel emission feature?

Postby elsksa » Wed May 03, 2023 3:44 pm

elsksa Wed May 03, 2023 3:44 pm
Hesekiel2517 wrote:As far as I know this can already be done with the distribution channel. There is also a Spotlight Texture to create a texture for this.


Spotlight, indeed. In regard to other light types or light filters, not yet.
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Re: Parallel emission feature?

Postby frankmci » Wed May 03, 2023 4:12 pm

frankmci Wed May 03, 2023 4:12 pm
I recently saw this video from Silverwing which uses Octane Sky to add multiple distant/effectively parallel lights using gradient nodes. It's a little cumbersome to set up, compared to just using distant spotlights, but it's also quite elegant in its own way. I was thinking it would be fairly easy to link the Transform controls to appropriate geometry/curves for more direct, intuitive aiming in world space. You could build a Sky rig with half a dozen pre-built directional lights on it and keep it in your toolbox.
https://youtu.be/535cMPQjv3g
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Re: Parallel emission feature?

Postby elsksa » Wed May 03, 2023 6:14 pm

elsksa Wed May 03, 2023 6:14 pm
Haven't seen the video yet but it reminds me of this technique (from this page)
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Re: Parallel emission feature?

Postby frankmci » Thu May 04, 2023 11:54 am

frankmci Thu May 04, 2023 11:54 am
elsksa wrote:Haven't seen the video yet but it reminds me of this technique from this page


It's a similar idea, but using layered gradient nodes in a procedurally generated HDR environment texture to generate multiple light sources. One advantage over just using the Sun light in a black sky is that these lights work perfectly well when rotated below the horizon.
Attachments
Silverwing Quick-Tip Octane Distant Light Hack.png
Multiple distant lights in one Sky object.
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