I have been testing with octane v2.3 for a while and would have some few questions:
1- Mainly in interior spaces one would extensivly use down/spot lights. Unfortunatly, the process of modeling a recessed down light in the ceiling may not be practical when we have many of them. hence, is there any possibility to add a new perimeter that defines a cosin angle of the emitted ligh? This way we only need to model a flat circle mesh and place it slightly below the ceiling surface and then control the light beam angle through the suggested perimeter.
2- Are you looking into integrating light iso profiles capability into future Octane releases? I know this is tricky for mesh emitters but is crucial for plusable interior visuals.
3- From what I have witnessed, specular materials do not cast transparent shadows no matter what settings you use. Is this a bug?
4- When can we expect the implementation of a full / fast Transluscent materials in Octane's production frame?
Thanks for any assistance
Mesh lights in Octane
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1. We will add IES in one of the next releases coming after 2.4, that should give you enough flexibility.charb_1 wrote:I have been testing with octane v2.3 for a while and would have some few questions:
1- Mainly in interior spaces one would extensivly use down/spot lights. Unfortunatly, the process of modeling a recessed down light in the ceiling may not be practical when we have many of them. hence, is there any possibility to add a new perimeter that defines a cosin angle of the emitted ligh? This way we only need to model a flat circle mesh and place it slightly below the ceiling surface and then control the light beam angle through the suggested perimeter.
2- Are you looking into integrating light iso profiles capability into future Octane releases? I know this is tricky for mesh emitters but is crucial for plusable interior visuals.
3- From what I have witnessed, specular materials do not cast transparent shadows no matter what settings you use. Is this a bug?
4- When can we expect the implementation of a full / fast Transluscent materials in Octane's production frame?
Thanks for any assistance
2. What kind of ISO profiles ?
3. You need to turn on pathtracing for your finals, then you get correct behaviour, eg caustics.
4. With translucent do you mean SSS ?
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
1. We will add IES in one of the next releases coming after 2.4, that should give you enough flexibility.
thank you octane team for having plans to implement IES lights. It is very important feature...right now im instaling old lightscape 3.2 cos i need to do light desing in office interior !
thank you octane team for having plans to implement IES lights. It is very important feature...right now im instaling old lightscape 3.2 cos i need to do light desing in office interior !
ArchiCad, Blender, Moi3d
GTX 580 3GB
Win 7, 64 Bit
GTX 580 3GB
Win 7, 64 Bit
Hey Guys,
i´m new to octane. i made a test object (a can) with some waterdrops on it (particle converted). i gave it a specular color, but i have the same problems as necko77 (point 3).
i got no success by turning pathtracing on. Switching off alpha shadows in the kernel no good result. everytime the drops create shadows.
What is the solution, are there any setting i have to notice?
mask
i´m new to octane. i made a test object (a can) with some waterdrops on it (particle converted). i gave it a specular color, but i have the same problems as necko77 (point 3).
i got no success by turning pathtracing on. Switching off alpha shadows in the kernel no good result. everytime the drops create shadows.
What is the solution, are there any setting i have to notice?
mask