Hi,
It seems that the spot light range does not behave the same way as in Unity. I have read from another thread "Unity lights" that i can use the PBR Unity Light Component to tweak the lights.
Regards
PBR Unity Light Component
Moderator: ChrisHekman
- ChrisHekman
- Posts: 1061
- Joined: Wed Jan 18, 2017 3:09 pm
Yes unity lights do not follow the inverse square law, which means that octane cannot 100% replicate them.
You an use PBR Light Components by simply adding the component to the parent game object of an existing light component. It should automatically override the light settings.
You an use PBR Light Components by simply adding the component to the parent game object of an existing light component. It should automatically override the light settings.
- ChrisHekman
- Posts: 1061
- Joined: Wed Jan 18, 2017 3:09 pm
Yes, it seems PBRUnityLightComponents were marked as internal. This has been changed to public and should be accessable in the next build.
- ChrisHekman
- Posts: 1061
- Joined: Wed Jan 18, 2017 3:09 pm
Neither. The light component allows you you to edit and save the octane side of the light. For instance it allows you to turn a spotlight into an IES lights.
Octane is an unbiased renderer, which means that the inverse square law is an emergent property and not directly coded in.
This is an difference between octane and unity that is hard to bridge, as unity does code their light drop-off into the engine.
For the automatic conversion of lights we match the light intensity at 75% of the unity light range.
This means that everyting closer than 75% of the unity light range will be brighter in octane, and everything farther than 75% will be darker in octane.
Octane is an unbiased renderer, which means that the inverse square law is an emergent property and not directly coded in.
This is an difference between octane and unity that is hard to bridge, as unity does code their light drop-off into the engine.
For the automatic conversion of lights we match the light intensity at 75% of the unity light range.
This means that everyting closer than 75% of the unity light range will be brighter in octane, and everything farther than 75% will be darker in octane.