First model imported into octane for testing. Exterior looks great, and inside looks nice too.
But there are no openings to this interior and I expected it to look dark inside. Where is the light coming from?
My intention is to create a dark moody scene with minimal lighting, yet keep the exterior lighting as it is.
too much light in interior
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- andrewchan
- Posts: 16
- Joined: Wed Sep 15, 2010 11:20 am
- Contact:
I presume this is a direct lighting render...I face the same problem..try pathtracing instead
3rdeye
3rdeye
Direct lightning is very powerfull for specific types of renders also interiors and especially interior animations.
As you mention it can lead to undesirable results in some cases.
This is because the Search distance for the AO is too small. Ambient Occlusion which Directlight in Octane basicly is, is caused by looking up face normals vectors paired with angle of surrounding vectors internally and whatever face has intersecting face normal vectors will get a rate of grade down to darker pixels, atleast its down that road..
The closer to the Source of the vector the more profound base colour.
You can raise the Range the Normals search in the render Kernel AO distance, when they start to intersect with everything you get nearer and nearer a true GI look and eventually everything will go dark. So try Up this range till max and you will see your scene will go dark.
I would like to see additional AO controls added in octane.
Such as:
AO colour from/to ( 2 colour slots for start and end ) that determins the strenght and ofcourse, colour..
I will adress this and other vital aspects in a post soon with all my wishes.
-mads
As you mention it can lead to undesirable results in some cases.
This is because the Search distance for the AO is too small. Ambient Occlusion which Directlight in Octane basicly is, is caused by looking up face normals vectors paired with angle of surrounding vectors internally and whatever face has intersecting face normal vectors will get a rate of grade down to darker pixels, atleast its down that road..
The closer to the Source of the vector the more profound base colour.
You can raise the Range the Normals search in the render Kernel AO distance, when they start to intersect with everything you get nearer and nearer a true GI look and eventually everything will go dark. So try Up this range till max and you will see your scene will go dark.
I would like to see additional AO controls added in octane.
Such as:
AO colour from/to ( 2 colour slots for start and end ) that determins the strenght and ofcourse, colour..
I will adress this and other vital aspects in a post soon with all my wishes.
-mads
Amiga 1000 with 2mb memory card
thx alot gk for the tip..
- andrewchan
- Posts: 16
- Joined: Wed Sep 15, 2010 11:20 am
- Contact:
Thanks so much for the tips GK!
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Win7 64bit, Intel i7-3930K @ 3.2GHz, 32GB Ram, Quadro 4000
Win7 64bit, Intel i7-3930K @ 3.2GHz, 32GB Ram, Quadro 4000