Hi
I'm doing this project where I have a housing building with rooms inside and I put a plane in each room to iluminate it while I don't want to see the plane lighten up but want the illumination of the romm.
Whe I put opacity to 0 in the emitter material it behaves strange, I did some screencaps. two tests, one with the rooms from the project and another 2 from a testscene with a couple of teapots and a plane. Why aren't my rooms getting illuminated and teapots do? Any clue? Illumination seems to converge but does not.
Thanx in advance!
LIGHTS AND OPACITY In need of more help!
Forum rules
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.
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.
At the end of the room that's the exterior light coming thru? cause if it's so the problem is with the normalize bool and the power of the light, the celing light is working, it's just not powerful enough compared with the exterior light, you could either lower the exterior or give more temp/power to the ceiling one, when you add opacity to the lights the dimm big time
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
- Jaberwocky
- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
this is a box, lined with materials and an invisible plane mesh emitter pointing down from the ceiling.
simply switch to pathtracing and left to cook for 5 mins.Adjust the emitters power to suit.
Just make sure if your using planes that the normals are pointing in the right direction in your 3D software.
simply switch to pathtracing and left to cook for 5 mins.Adjust the emitters power to suit.
Just make sure if your using planes that the normals are pointing in the right direction in your 3D software.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
Hi Thanx guys
@kubo: That's what I thought and in this example there is black environment. The white color is because it has alpha channel on and jpg turn it to white. I have several planes with 6 light materials (different wavelengths).
When I use only one material it renders right, but when I put all the materials together light illuminates part of the exterior but not the interior of the rooms.
@Jaberwocky: All is as you pointed out. pathtracing, normals right, and cooked for mor than 2000 samples.
If Refractive Team read this: Please make some kind of parameter that equalizes the power of the emitters, please.
Thank you again, at last for the project I put the planes to the floor of the rooms pointing up as the floor is something I dont see from the points of view client chosen.
@kubo: That's what I thought and in this example there is black environment. The white color is because it has alpha channel on and jpg turn it to white. I have several planes with 6 light materials (different wavelengths).
When I use only one material it renders right, but when I put all the materials together light illuminates part of the exterior but not the interior of the rooms.
@Jaberwocky: All is as you pointed out. pathtracing, normals right, and cooked for mor than 2000 samples.
If Refractive Team read this: Please make some kind of parameter that equalizes the power of the emitters, please.
Thank you again, at last for the project I put the planes to the floor of the rooms pointing up as the floor is something I dont see from the points of view client chosen.
Rampage IV Extreme+i7 3920k+2x GTX580 3GB+2x GTX470
Actually the normalize bool equalizes the power, at least that's what it seems to do, with it off for example sunlight is off the charts (as it shoud be) and it's hard to "compete".ttaberna wrote: If Refractive Team read this: Please make some kind of parameter that equalizes the power of the emitters, please.
Thank you again, at last for the project I put the planes to the floor of the rooms pointing up as the floor is something I dont see from the points of view client chosen.
I've had some trouble when using several materials trying to equilibrate them thou.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB