Backlit Graphic

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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natemac00
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Hey guys, I'm about two weeks into Octane and love it so far.
One quick technique I was hoping to figure out was how to create an accurate backlit graphic look?
Normally I would just create a illuminated material in Cinema, but I think Octane can get a more accurate look.
I took a look at the rice paper lamp that someone posted, but I had issue transmitting accurate colors.
I wasn't sure if I should be using the transmission from diffuse material or the medium from the specular material.

Any point in the right direction would be much appreciated!
Attachments
Desired look.
Desired look.
Screen Shot 2016-03-02 at 12.16.11 PM.jpg
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Nate Mac - Chicago, IL
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aoktar
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try texture emisson with images on texture channel.
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natemac00
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aoktar wrote:try texture emisson with images on texture channel.
Wouldn't that just be an illuminated material at that point and back lighting would have no effect on the material?
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Nate Mac - Chicago, IL
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natemac00
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It seemed to work as long as I had nothing in the Diffuse channel. Not the route I wanted to take, but it will work.
Attachments
Screen Shot 2016-03-02 at 2.39.55 PM.jpg
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Nate Mac - Chicago, IL
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aoktar
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this is faster way that causing extra calculation due backlight. Add or multiply by a gradient,etc... to obtain better look.
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natemac00
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aoktar wrote:this is faster way that causing extra calculation due backlight. Add or multiply by a gradient,etc... to obtain better look.
But I lose some of the detail in the image (when using something like a photo not this) when I texture the emission channel. Everything gets blown out pretty easy as I move up.
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aoktar
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Try different combinations until get what you want. You'll find it.
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caldreemn
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Here's a freebie.

Use the emission channel, not the transmission channel.

File attached.

Image
Attachments
backlit_graphic_01.zip
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natemac00
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caldreemn wrote:Here's a freebie.

Use the emission channel, not the transmission channel.

File attached.

Image
This was great caldreemn, exactly what I was trying to go for. I noticed what really did the trick was adding the noise channel to the Distribution. I'm still a bit of a newbie, what exactly did that do to correct some of the hot spot issues? Is it just not making the the light produce 100% in all locations?
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Nate Mac - Chicago, IL
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caldreemn
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Yes, adding some noise to the distribution node helps spread the light in a more natural way (in my experience). I also tend to click the UVW transform and scale the noise up to a large amount (50 -100), as the native settings tend to result in noise that is too small imo (though this is just my preference). I didn't scale the noise on the texture emission, but I did do it with the spherical lights (blackbody emission).
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