Hi,
sorry if this has been already covered, but cannot find it.
If I make a material with texture emission and put a rgb spectrum in
the first slot, I get a colored light.
But its extremly noisy, even if I raise tzhe sampling rate to 2000 or more.
Is there a better way to make a red lightning material?
thanks
Mike
need help with colored emission
Moderators: ChrisHekman, aoktar
please, could you share some images?
take in mind that the complexity of the emitter geometry it's important in terms of speed and noise.
ciao beppe
take in mind that the complexity of the emitter geometry it's important in terms of speed and noise.
ciao beppe
hi,
the cyan pixels are overexposed, if you decrease the power a lot, the noise should go away.
the problem is that the first slot has a double function, texture slot for coloring the light, but also efficency that is related to the scale of the emitter. by default, the efficency is set to 0.025 for a standard artificial emitter, so if you use an rgb you should lower the value in SLV mode to something near 0.025.
if you use a texture, lower the power
ciao beppe
the cyan pixels are overexposed, if you decrease the power a lot, the noise should go away.
the problem is that the first slot has a double function, texture slot for coloring the light, but also efficency that is related to the scale of the emitter. by default, the efficency is set to 0.025 for a standard artificial emitter, so if you use an rgb you should lower the value in SLV mode to something near 0.025.
if you use a texture, lower the power

ciao beppe
Hi beppe,
thanks! And yes you're right!
Decreasing the power to about 0.5 or 0.05 ... kills all noise.
But I get too less lighting and no blooming effect.
I need a much more powerfull light.
So only way is to combine it with an extra area light
which is set unvisible to camera?
regards
Mike
thanks! And yes you're right!
Decreasing the power to about 0.5 or 0.05 ... kills all noise.
But I get too less lighting and no blooming effect.
I need a much more powerfull light.
So only way is to combine it with an extra area light
which is set unvisible to camera?
regards
Mike
You should keep de power of the emiter to a higher value but use a more darker red, as suggested by bepeg4d.
If you use a texture, change the power of the ImageTexture, not the power of the emiter.
If you use a texture, change the power of the ImageTexture, not the power of the emiter.
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Sorry for my bad english...
Sorry for my bad english...
What you are seeing here are artefacts of how Octane converts the RGB colours to a spectrum and back. The color coming back for the light source is not exactly red, but it will be slightly more magenta or yellow. And since the light source is much brighter than the maximum brightness displayed in the tone mapped image, it will get clipped to magenta or yellow instead of red. You can try a few things to improve the appearance:
You can set the color to not exactly red, but add a small amount of green or blue. This will make the color rendered for the light source clip consistently to yellow, magenta or white, depending on which colour you add.
You can also use a Gaussian colour instead. A wavelength setting of 0.850 and a width of 0.045 give a very saturated red, which will always clip to red if it is too bright.
Alternatively you can tweak the "saturate to white" input in the camera tone mapping settings. If you set it slightly above zero, very bright objects will tend to be displayed as white, so you also don't see the noise anymore.
--
Roeland
You can set the color to not exactly red, but add a small amount of green or blue. This will make the color rendered for the light source clip consistently to yellow, magenta or white, depending on which colour you add.
You can also use a Gaussian colour instead. A wavelength setting of 0.850 and a width of 0.045 give a very saturated red, which will always clip to red if it is too bright.
Alternatively you can tweak the "saturate to white" input in the camera tone mapping settings. If you set it slightly above zero, very bright objects will tend to be displayed as white, so you also don't see the noise anymore.
--
Roeland
Thanks for this golden advice, the gaussian colour does the trick perfectly.roeland wrote:What you are seeing here are artefacts of how Octane converts the RGB colours to a spectrum and back. The color coming back for the light source is not exactly red, but it will be slightly more magenta or yellow. And since the light source is much brighter than the maximum brightness displayed in the tone mapped image, it will get clipped to magenta or yellow instead of red. You can try a few things to improve the appearance:
You can set the color to not exactly red, but add a small amount of green or blue. This will make the color rendered for the light source clip consistently to yellow, magenta or white, depending on which colour you add.
You can also use a Gaussian colour instead. A wavelength setting of 0.850 and a width of 0.045 give a very saturated red, which will always clip to red if it is too bright.
Alternatively you can tweak the "saturate to white" input in the camera tone mapping settings. If you set it slightly above zero, very bright objects will tend to be displayed as white, so you also don't see the noise anymore.
--
Roeland