Hi everyone,
I am developing an interactive VR experience using OctaneRender, and I want to optimize lighting performance while maintaining spatial depth in the headset. Has anyone tried using Light Linking or separating light sources by object group in the VR scene? Does this method help improve rendering speed or reduce noise effectively in stereo VR?
I look forward to learning more from everyone's experiences!
Is Light Linking really effective?
Hi,
please have a look at the following videos about noise reduction, they work also for stereo VR:
https://youtu.be/vG8rGIKX16U?si=yN1AEERnjaMXKYoY
https://youtu.be/zSln22ss_LM?si=ZF5ie_DnFr4WIqXF
https://youtu.be/OxaroYqHEQ0?si=GpPMJO2b3amJOJB7
Light Linking is useful to obtain special lighting effects not normally possible with physical lights.
While separating the lights in AOVs by IDs can help to understand which light is causing more noise.
The good news is that from OctaneRender 2024.1, it is now possible to denoise each pass separately, by using Open Image Denoise:
viewtopic.php?f=30&t=83664#p433908
ciao,
Beppe
please have a look at the following videos about noise reduction, they work also for stereo VR:
https://youtu.be/vG8rGIKX16U?si=yN1AEERnjaMXKYoY
https://youtu.be/zSln22ss_LM?si=ZF5ie_DnFr4WIqXF
https://youtu.be/OxaroYqHEQ0?si=GpPMJO2b3amJOJB7
Light Linking is useful to obtain special lighting effects not normally possible with physical lights.
While separating the lights in AOVs by IDs can help to understand which light is causing more noise.
The good news is that from OctaneRender 2024.1, it is now possible to denoise each pass separately, by using Open Image Denoise:
viewtopic.php?f=30&t=83664#p433908
ciao,
Beppe
VR output would be treated identically to a regular render output in regard to sampling optimization.Youndected wrote: Tue May 27, 2025 3:18 am I want to optimize lighting performance while maintaining spatial depth in the headset. Does this method help improve rendering speed or reduce noise effectively in stereo VR?
"Spatial depth":
The rendition (pictorial depiction) of a "data set" ("scene") calculated by the renderer has little to do with "lighting performance", besides the observable "sampling-noise". As for the second phrase, sampling optimizations do result in more time-efficient sampling (less sampling noise for a given duration).
In addition to the video suggestions, there is this written guide.
As pointed by Beppe, light linking purpose is less about sampling and more about practicality. A sort of "Advanced Visibility Option" with a "link" to other elements of the project (linked to geometry/meshes, hence the designation), since the basic visibility options are "global" (affects all elements at once).bepeg4d wrote: Tue Jun 03, 2025 7:10 amLight Linking is useful to obtain special lighting effects not normally possible with physical lights.
Octane resources
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- Youndected
- Posts: 3
- Joined: Tue May 27, 2025 3:15 am
Thanks for everyone's useful sharing. I will try and come back to report the results later.
- Youndected
- Posts: 3
- Joined: Tue May 27, 2025 3:15 am
This is indeed good news. I will look into the documents you sent. Thank you very much.bepeg4d wrote: Tue Jun 03, 2025 7:10 am Hi,
please have a look at the following videos about noise reduction, they work also for stereo VR:
https://youtu.be/vG8rGIKX16U?si=yN1AEERnjaMXKYoY
https://youtu.be/zSln22ss_LM?si=ZF5ie_DnFr4WIqXF
https://youtu.be/OxaroYqHEQ0?si=GpPMJO2b3amJOJB7 solar smash
Light Linking is useful to obtain special lighting effects not normally possible with physical lights.
While separating the lights in AOVs by IDs can help to understand which light is causing more noise.
The good news is that from OctaneRender 2024.1, it is now possible to denoise each pass separately, by using Open Image Denoise:
viewtopic.php?f=30&t=83664#p433908
ciao,
Beppe