Thanks very much for looking into it for me.
Ok, maybe I'll have to avoid area lights... It's a shame since they're pretty convenient as in that scene they flicker on in sequence, and arealights allow me to offset them turning on using an effector. Using a material emission won't work with effectors as far as I know. Maybe I'll have to figure out a way of animating them with materials effectively.
Thanks
Is there a limit to number of lights?
Moderators: ChrisHekman, aoktar
ok let me to investigate more. I'll digg them to optimise betterMoGrafik wrote:Thanks very much for looking into it for me.
Ok, maybe I'll have to avoid area lights... It's a shame since they're pretty convenient as in that scene they flicker on in sequence, and arealights allow me to offset them turning on using an effector. Using a material emission won't work with effectors as far as I know. Maybe I'll have to figure out a way of animating them with materials effectively.
Thanks
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I would like to send you a test version to checkMoGrafik wrote:Awesome, thanks very much!
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Hey,
I've run into another little problem - the evolution of my previous issue.
I've opted for objects / emission materials as my light source now. And I thought I'd solved all my problems - I thought I'd keyframe the 'visible in renderer' in cinema 4d to achieve the flickering on for the lights I mentioned.
It didn't seem to work, however, so I thought I'd try putting octane tags on the lights, and whilst this gave better results, it didn't stop the light emitting from the object 100%. So I was wondering if there's a keyframe-able way in octane to completely make an object disappear?
I've attached images of
1) The lights completely off in renderer. (done in the 'basic' tab in cinema 4d)
2) the lights off USING an octane tag with the General Visibility set to 0, but still emitting some light
3) The lights on 100% (camera visibility set to 1 in tag)
I would really like to find a solution where the keyframes are on something in the attribute manager, and not the material itself, so I can use the time offset parameter in a mograph deformer.
Would appreciate any help!
I've run into another little problem - the evolution of my previous issue.
I've opted for objects / emission materials as my light source now. And I thought I'd solved all my problems - I thought I'd keyframe the 'visible in renderer' in cinema 4d to achieve the flickering on for the lights I mentioned.
It didn't seem to work, however, so I thought I'd try putting octane tags on the lights, and whilst this gave better results, it didn't stop the light emitting from the object 100%. So I was wondering if there's a keyframe-able way in octane to completely make an object disappear?
I've attached images of
1) The lights completely off in renderer. (done in the 'basic' tab in cinema 4d)
2) the lights off USING an octane tag with the General Visibility set to 0, but still emitting some light
3) The lights on 100% (camera visibility set to 1 in tag)
I would really like to find a solution where the keyframes are on something in the attribute manager, and not the material itself, so I can use the time offset parameter in a mograph deformer.
Would appreciate any help!
Win 8.1 / i7 4930k / 2 x GTX Titan / Cinema 4d
i'll send you a sample but need to understand what are you trying exactly?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
ok.... I THINK I might have it sorted now.
keyframing the 'visible in render' attribute in the 'basic' tag DOES seem to work when an octane tag is applied... I think I previous made the mistake of putting an octane tag that a null that all the objects were inside, and it doesn't apply the tag to all its children.
Still playing around, but I think I might have found my solution.
keyframing the 'visible in render' attribute in the 'basic' tag DOES seem to work when an octane tag is applied... I think I previous made the mistake of putting an octane tag that a null that all the objects were inside, and it doesn't apply the tag to all its children.
Still playing around, but I think I might have found my solution.
Win 8.1 / i7 4930k / 2 x GTX Titan / Cinema 4d