Direct Lighting Alpha Shadows and Render Targets and Portals

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p3taoctane
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Did not want to put this in the New releases as these are not bug reports Just some questions on some of the cool new features
How does one use the multiple render target nodes?
And is alpha shadows for Direct lighting.... does that mean that I can render something with an alpha channel and get the shadows that it would have cast on a floor if it had been there kind of thing (as in keyshot)
I I applied a portal material to a plane and then tried to adjust its features and it does not have any that I can see.

Realize you are busy with 248C... but if you can throw some explanations as to how they work some time that would be great.

Thanks
Peter
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jitendra
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I have a same problem,
I tried many things but not able to utilize this feature..
can someone explain with some pics ?
It will be highly appreciated.
Jitendra
Best Regards, Jitendra
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Refracty
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The portals should only speed up the rendering times (in best case). The difference in look is very subtle.
Search for the Portal tutorial form Radiance.
Alpha Shadows in DL cast alpha shadows. Additionally transparent material let light through what is very handy.
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gzavye
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Refracty wrote:The portals should only speed up the rendering times (in best case). The difference in look is very subtle.
Search for the Portal tutorial form Radiance.
Alpha Shadows in DL cast alpha shadows. Additionally transparent material let light through what is very handy.
As Refracty said, If you read these posts, you should have all informations :
http://www.refractivesoftware.com/forum ... =21&t=7300 //render target node
http://www.refractivesoftware.com/forum ... =21&t=7210 //portal

With Alpha shadows you're able to compute shadows through transparent objets (specular, alpha textures or opacity materials).
It used to work in PT and PMC kernel.
It's a new option in DL in 2.48.
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radiant
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I'm currently making a series of 15+ up to date octane render tutorials. i have a 15 min tutorial on render targets, it will be uploaded tomorrow :D
I will dedicate a post/thread to all of them when i think i have enough on the list.
currently working on:

Emissions, IES files
Render Kernel settings and parameters
RenderTargets
Portals

It takes 2.58 hours to record, edit, compress, upload one tutorial so keep on checking this week :D
You can view them at:

http://www.youtube.com/user/MTimtam

But for now check the pages that gzavye posted
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jitendra
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radiant wrote:I'm currently making a series of 15+ up to date octane render tutorials. i have a 15 min tutorial on render targets, it will be uploaded tomorrow :D
I will dedicate a post/thread to all of them when i think i have enough on the list.
currently working on:

Emissions, IES files
Render Kernel settings and parameters
RenderTargets
Portals

It takes 2.58 hours to record, edit, compress, upload one tutorial so keep on checking this week :D
You can view them at:

http://www.youtube.com/user/MTimtam

But for now check the pages that gzavye posted
This is really helpful. Great work.
Thanks.
Best Regards, Jitendra
jitendra
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Posts: 143
Joined: Sat Oct 16, 2010 6:09 am

gzavye wrote:
Refracty wrote:The portals should only speed up the rendering times (in best case). The difference in look is very subtle.
Search for the Portal tutorial form Radiance.
Alpha Shadows in DL cast alpha shadows. Additionally transparent material let light through what is very handy.
As Refracty said, If you read these posts, you should have all informations :
http://www.refractivesoftware.com/forum ... =21&t=7300 //render target node
http://www.refractivesoftware.com/forum ... =21&t=7210 //portal

With Alpha shadows you're able to compute shadows through transparent objets (specular, alpha textures or opacity materials).
It used to work in PT and PMC kernel.
It's a new option in DL in 2.48.
Thanks, its refereed now..
Best Regards, Jitendra
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