My apologies if this isn't the proper forum for this question.
The "engines" below are modeled with a central emmisive disk (white) and outer emmisive rings (red).
When rendered, it comes out blobby and blown out. About a quarter of the way through the render, the light looks attractive and mixed nicely.
In order to get the glare/bloom look I liked, I had to keep the power on the light sources up.
Any idea of how to achieve the look I want?
Thanks!
-Justin
OS X 10.9.2 | Geforce GTX570 + GTX 770 | i7 2600k @ 4.2Ghz | 32GB
Emissive materials getting blown out
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- linvanchene

- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
Hello Crowellster
It may be difficult to get the exact look you want for the light emitter and to have the scene lit in an optimal way at the same time.
Nevertheless you can make use of the ability of OctaneRender to produce Lighting Passes.
The idea is to render out a pass of each light in the scene and then to adjust the strength of each layer in postproduction with an image editing software like photoshop.
In your specific case render out light passes
- of the post processing effects
- of the scene with the light emitting texture at exactly the strength and look you want for the light emitter (the scene may not be lit properly)
- of the scene with all scene lights set up in a way that the scene is lit in an optimal way (the light emitter texture may be blown out)
In postproduction experiment with all the different light passes and combine them with the help of masks to achieve exactly the look you want.
compare:
Official Tutorial:
viewtopic.php?f=51&t=44350
Guide for the DAZ Studio plugin with some additional screenshots:
viewtopic.php?f=44&t=51627&p=257671
It may be difficult to get the exact look you want for the light emitter and to have the scene lit in an optimal way at the same time.
Nevertheless you can make use of the ability of OctaneRender to produce Lighting Passes.
The idea is to render out a pass of each light in the scene and then to adjust the strength of each layer in postproduction with an image editing software like photoshop.
In your specific case render out light passes
- of the post processing effects
- of the scene with the light emitting texture at exactly the strength and look you want for the light emitter (the scene may not be lit properly)
- of the scene with all scene lights set up in a way that the scene is lit in an optimal way (the light emitter texture may be blown out)
In postproduction experiment with all the different light passes and combine them with the help of masks to achieve exactly the look you want.
compare:
Official Tutorial:
viewtopic.php?f=51&t=44350
Guide for the DAZ Studio plugin with some additional screenshots:
viewtopic.php?f=44&t=51627&p=257671
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection