1- emission amount changes with total area of faces. If you don't use objecttag, all polygons will be collected to a single mesh. So this will affect emission. Arealights are a kind of mesh with emission, but it is exported indivual meshes. Best workflow is to use a objecttag on emission geometries.
2-you should use displacement of mix material. Mix material ignores sub material's displacement.
3- there is really strange situation apart from 1 and 2. I'll check this.
Octanelight overwrites Emission texture?
Moderators: ChrisHekman, aoktar
Octane For Cinema 4D developer / 3d generalist
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3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I never got it to work reliably using these methods on my current project. Sometimes I swear it would work, then I resend and it doesn't work. Very strange. I ended up switching the OctaneLights to single-poly cards with a very high emission value and it does just about the same thing. I'm also now using mix materials with a base diffuse and a diffuse with an emission texture, and then adding the displacement to the mix material as you suggested.
I wish you the best of luck finding the issue, and hope to see a patch for it soon! Thanks again for all your help with this! I really appreciate it.
I wish you the best of luck finding the issue, and hope to see a patch for it soon! Thanks again for all your help with this! I really appreciate it.
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