So I am working in 3ds 2012 with the 3ds plugin of Octane 2.57. I am trying to illuminate my scene with a Daylight. However, it always has a very strong color cast to it, rather than anything resembling white sunlight. Obviously I am missing something. But the plugin and standalone manuals say virtually nothing about how this feature works. Oddly, the color changes dramatically with the color of the sun.
I tried an Octane light instead (which is not really a substitute but I need some kind of light source to see anything in my render). But this does not appear to be emitting any light at all. How can that be?
I see lights have an intensity that defaults to 1. Exactly how much light is 1?
Thanks to anyone who can clarify. This is a great board and very productive in resolving my issues!
I know I am behind the learning curve on rendering, primarily because I have never had access to a render I felt was really good, so I never invested much in learning that piece. I look forward to finally getting to know a renderer well so I can finally produce good output.
Daylight system has strong color cast
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
try to play with the tonemapping
then you can adjust white balance or color cast with Nik efex within Photoshop
then you can adjust white balance or color cast with Nik efex within Photoshop
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
I think you misunderstood me. My scene is entirely one color and that color is nowhere near white. It is like my scene is submerge in pool of colored liquid. I should not have said "cast." It is bizarre and wholly useless. The scene is entirely monochromatic.
4-core 6gb | Win 7 x64 | nVidia GeForce GTX 670 4gb | 3ds Max Design 2013 | OctaneRender Plugin 1.0 Beta 2.58e Kepler build
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
Hm, post screenshot or file, better both.
Cheers, mib.
Cheers, mib.
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Octane 3.08 Blender Octane
- Jaberwocky
- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
Sounds like the colour temperature is wrong for some reason.
Try rendering your scene with enough light , ignore the colour for the moment.Import the image into Photoshop and then change the colour temp within Photoshop to something between 5200k up to 6400k , or use the white balance eye dropper.That should sort it.
Try rendering your scene with enough light , ignore the colour for the moment.Import the image into Photoshop and then change the colour temp within Photoshop to something between 5200k up to 6400k , or use the white balance eye dropper.That should sort it.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
OK, this is a shot in the dark, as you haven't given me much to work with. I am going to assume that you have an incorrect GI setting, as this will produce the results you have mentioned. Change your kernel to pathtracing, or change the GI-mode setting to a higher value.
If that isn't the case, posting screenshots and your file will help people resolve your issue.
Regards,
Ben
If that isn't the case, posting screenshots and your file will help people resolve your issue.
Regards,
Ben
Debian 7.0 64 | AMD FX-6200 | Geforce GTX480 | 16GB
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
Switch to pathtracing or PMC kernel and see if that corrects it.
If so, then it's a known problem with direct lighting and drives me nuts as well. Any object that is facing up towards the sky receives too much of the blue color from the sky, even if it's not glossy.
Often times I don't need PMC for my work which is not photoreal interior archvis. I need fast renders, but everything is always super blue, which I have to color correct in after effects, but that sometimes shifts other colors as well. It seems that it "should" be simple to create a white balance setting inside the camera node, or even in the tonemapping section.
I would love to have an in octane to set white balance like in photography where you set white balance by taking a picture of a white piece of paper under the current lighting condition. Maybe it's as simple as as eyedropper that I could click on an object that is supposed to be true white?
If so, then it's a known problem with direct lighting and drives me nuts as well. Any object that is facing up towards the sky receives too much of the blue color from the sky, even if it's not glossy.
Often times I don't need PMC for my work which is not photoreal interior archvis. I need fast renders, but everything is always super blue, which I have to color correct in after effects, but that sometimes shifts other colors as well. It seems that it "should" be simple to create a white balance setting inside the camera node, or even in the tonemapping section.
I would love to have an in octane to set white balance like in photography where you set white balance by taking a picture of a white piece of paper under the current lighting condition. Maybe it's as simple as as eyedropper that I could click on an object that is supposed to be true white?
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
If you use DIRECT LIGHTING indoors there will be blue shadows. If you don't like this you have to switch to Pathtracing, PMC or use an HDRI.
Octane Lights use Watts.
If there is no light emission, check your normals.
Octane Lights use Watts.
If there is no light emission, check your normals.