Blender lights issue
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F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
Some lights that are available in lights object tab work either with regular material or with toon materials. It would be nice to make the distinction or separation which lights are used for.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
- linograndiotoy
- Posts: 1354
- Joined: Thu Feb 01, 2018 7:10 pm
The only lights dedicated to the toon material are Sun and Point light, which don't exist in Octane "PBR" render.
What I meant that there should be a distinction which lights work as toon lights and which as regular lights. Now they are mixed and it gets users confused. See attached screen from C4D plugin.
Moreover I can't get Spotlight light working. Is there any special workflow for this?
Another issue is that mesh light gets oversized while original mesh is smaller.
Moreover I can't get Spotlight light working. Is there any special workflow for this?
Another issue is that mesh light gets oversized while original mesh is smaller.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
System – Windows 11
My Behance portfolio, Blender plugin FB support group
- linograndiotoy
- Posts: 1354
- Joined: Thu Feb 01, 2018 7:10 pm
Spotlight was not working, now it's fixed in the internal version soon to be released.
The difference between the mesh and the mesh light size may be due to the fact you didn't apply the scale.
The mesh light always uses the non-transformed mesh size.
We've reorganized the Add light menu. Now Octane Lights are named as such and already working when added.
Thanks for your suggestions!
The difference between the mesh and the mesh light size may be due to the fact you didn't apply the scale.
The mesh light always uses the non-transformed mesh size.
We've reorganized the Add light menu. Now Octane Lights are named as such and already working when added.
Thanks for your suggestions!