IES File Properties
Moderator: juanjgon
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
I'm working with IEs lights more and have found another question. Working with IESGen V4.0 I create lights. Then when I pull them into LW/Octane they show up close to what they should (each render engine is a tad different I understand) But the weird thing is I have to INVERT the texture/IES within the properties panel to get the light show on the generating poly (in this picture see it's dull/not lit) But inverting the IES properties is not a good solution as the light is different. What am I doing wrong with IES Gen in making new IES files?
- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
no one using IES lights? Anyone else see a similar issue with user generated lights?
Are you using the Octane light? ... at least here the Octane light seems to work fine with the IES files. If you are using a mesh with an emission node, perhaps you should try to invert the polygon normals to see what happens.
If you want to share a test scene, I could test it here.
-Juanjo
If you want to share a test scene, I could test it here.
-Juanjo
I'm using them on regular basis in LW but not so much in Octane for similar reasons you discovered and also i don't like them not being visible in openGL, That kills the workflow of "aiming" asymmetrical IES lights pretty much. Until they are visible in OGL we can't really be sure is it flipped or not or doe sit render/face wrong way.3dreamstudios wrote:no one using IES lights? Anyone else see a similar issue with user generated lights?
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
I don't want to argue with anyone but I disagree totally 
It is true that they don't show in OGL but who cares as they show perfectly in IPR as Octane lights!
And they update immediately when the IES file is changed so they are really realtime.
And I want to thank A LOT for mentioning the IESGen4, it is great for creating any kind of IES lights for Octane!
With Octane lights the direction is exactly correct but I didn't figure out how to use them for emission, any tips?
Anyway, with IES in Octane it is almost too easy to create very realistic light sources without needing to model the whole lamp object
Thank you!
Antti

It is true that they don't show in OGL but who cares as they show perfectly in IPR as Octane lights!

And they update immediately when the IES file is changed so they are really realtime.
And I want to thank A LOT for mentioning the IESGen4, it is great for creating any kind of IES lights for Octane!
With Octane lights the direction is exactly correct but I didn't figure out how to use them for emission, any tips?
Anyway, with IES in Octane it is almost too easy to create very realistic light sources without needing to model the whole lamp object

Thank you!
Antti
AMD Ryzen Threadripper 2990wx (32c/64t),64GB RAM,NVIDIA GTX 1080ti,Win10
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun

I'm using hundreds (heck i've even had scenes with more than 5000) IES lights so without OpenGL WEBpreview user have no idea to distinguis which one is is which type or wher eis directed (especially with Asymetirc lights and that Octane weirdness that osmetime it needs ot be fliped) and loadign scene into GPU can take minute to even start IPR so it's not really that simple as saying it works. Maybe it works for you/your workflow but that doesn't mean it's working great and there is no room for imporowements. Think aoub that next time befor you jump in and sea you "don't want to argue"atnreg wrote:I don't want to argue with anyone but I disagree totally
It is true that they don't show in OGL but who cares as they show perfectly in IPR as Octane lights!
And they update immediately when the IES file is changed so they are really realtime.

So in essence I do CARE, very much to view IES WEB light in openGL. And NO I can't use just regular octane light since my clients (I work in Light design industry) needs to order exact Luminares from manufacturer to mount on it's propery (interior/exterior) and get exactly that result as i showed him on renders when i used real IES files). IES is not just to get fancy looking shape in light distribuition as some would think

--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
First, you took my "don't want to argue" even with ':D' way too seriously. It was meant for more like my opinion or comment for other users, not to say you are wrong.
Second, you cannot say your project is even close to 'normal', usually you need max. 5-10 lights and in many cases even one is enough.
Third, I know IES files determine the real-world light sources but IESGen4 makes it possible to make simple, very impressive light sources with only simple Octane lights that otherwise would need complicated objects that change how the light appears.
Second, you cannot say your project is even close to 'normal', usually you need max. 5-10 lights and in many cases even one is enough.
Third, I know IES files determine the real-world light sources but IESGen4 makes it possible to make simple, very impressive light sources with only simple Octane lights that otherwise would need complicated objects that change how the light appears.
Lewis wrote:I'm using hundreds (heck i've even had scenes with more than 5000) IES lights so without OpenGL WEBpreview user have no idea to distinguis which one is is which type or wher eis directed (especially with Asymetirc lights and that Octane weirdness that osmetime it needs ot be fliped) and loadign scene into GPU can take minute to even start IPR so it's not really that simple as saying it works. Maybe it works for you/your workflow but that doesn't mean it's working great and there is no room for imporowements. Think aoub that next time befor you jump in and sea you "don't want to argue"atnreg wrote:I don't want to argue with anyone but I disagree totally
It is true that they don't show in OGL but who cares as they show perfectly in IPR as Octane lights!
And they update immediately when the IES file is changed so they are really realtime.. And IPR is nowhere "near realtime" when you have lot of lights so tha tmakes it evne more important to at least have WEB light shapes visible for aiming lights prior tweaking.
So in essence I do CARE, very much to view IES WEB light in openGL. And NO I can't use just regular octane light since my clients (I work in Light design industry) needs to order exact Luminares from manufacturer to mount on it's propery (interior/exterior) and get exactly that result as i showed him on renders when i used real IES files). IES is not just to get fancy looking shape in light distribuition as some would think.
AMD Ryzen Threadripper 2990wx (32c/64t),64GB RAM,NVIDIA GTX 1080ti,Win10
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun

Define normal ?atnreg wrote:First, you took my "don't want to argue" even with ':D' way too seriously. It was meant for more like my opinion or comment for other users, not to say you are wrong.
Second, you cannot say your project is even close to 'normal', usually you need max. 5-10 lights and in many cases even one is enough.
I had recently modeled/rendered a Speed/levitation Train (only main cabin) and i had 24 downlighters across 15 meters lenght so it's already above "normal "in your standards

I had 4 different types of IES and since there is no openGL WEB it's not visible which one is which without actually rendering and since Trian is full SubD s and at rendertime it has 5+ million polys it takes 45 sec just to start IPR.
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Well, we could make a poll for this but I'm pretty sure 80% of Octane users don't use more than 10 lights for their scenes. Of course there are special projects like yours but at least for hobbyists like me 5-10 is 'normal' 

Lewis wrote: Define normal ?
I had recently modeled/rendered a Speed/levitation Train (only main cabin) and i had 24 downlighters across 15 meters lenght so it's already above "normal "in your standards?
I had 4 different types of IES and since there is no openGL WEB it's not visible which one is which without actually rendering and since Trian is full SubD s and at rendertime it has 5+ million polys it takes 45 sec just to start IPR.
AMD Ryzen Threadripper 2990wx (32c/64t),64GB RAM,NVIDIA GTX 1080ti,Win10
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun
Clarisse 4,Houdini 18 (+Octane 2019),Blender2.81,Fusion360,Onyx,ZBrush,SubstPnt...
Started: Houdini 2019, Clarisse 2016
No business, just fun

- 3dreamstudios
- Posts: 479
- Joined: Fri Apr 03, 2015 8:55 pm
As many different users there are different amount of projects and workflows! If I was limited to 10 lights in a scene I would not be able to do my work. So glad that is not an issue here. Any architectural vis person would be immensely limited with that small of number of lights. My auditoriums will have 50+ lights for main area, and 50+ just for the stage....But we are not going to continue down this road....
As for OGL previews....I believe I heard they might be coming in v3? I sure hope so, because I agree seeing them, aiming them and working with them is very important. I have scenes that take 20-30 seconds to pull up in IPR. I don't just press that button to see might lights. However Now that we have IPR selected that helps a lot!
Juan...I think it must have something to do with IESGen and the files it's creating that need to be flipped/inverted. You may test your self so you can see the file you create and what it SHOULD look like. I have other IES files I've downloaded from MFG's that seem to work fine.
At minimum this discussion has opened up the use of IES lights and some limitations we all work with, that hopefully can be addressed in future version.
As for OGL previews....I believe I heard they might be coming in v3? I sure hope so, because I agree seeing them, aiming them and working with them is very important. I have scenes that take 20-30 seconds to pull up in IPR. I don't just press that button to see might lights. However Now that we have IPR selected that helps a lot!
Juan...I think it must have something to do with IESGen and the files it's creating that need to be flipped/inverted. You may test your self so you can see the file you create and what it SHOULD look like. I have other IES files I've downloaded from MFG's that seem to work fine.
At minimum this discussion has opened up the use of IES lights and some limitations we all work with, that hopefully can be addressed in future version.