I am new to Octane and trying to use the 3dsmax plugin version. I wonder how it is that we setup a HDRI environment?! I know that this must be a newbie question, but... take it easy on me!
HDRI environment in Octane for 3dsmax
Forum rules
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
- ricardobjerke

- Posts: 14
- Joined: Thu Feb 23, 2012 3:49 pm
- Contact:
Hi guys!
I am new to Octane and trying to use the 3dsmax plugin version. I wonder how it is that we setup a HDRI environment?! I know that this must be a newbie question, but... take it easy on me!
I am new to Octane and trying to use the 3dsmax plugin version. I wonder how it is that we setup a HDRI environment?! I know that this must be a newbie question, but... take it easy on me!
Enivorment - Enviroment Map - Texture Enviroment
texture: switch value to texture - Image Texture - choose HDRI
texture: switch value to texture - Image Texture - choose HDRI
i5-2500k | 16GB ram | gtx460 2GB (display) + GTX580 1.5GB | Win7 pro x64 | v1.0 beta 3.00b | http://www.behance.net/petergazo
- ricardobjerke

- Posts: 14
- Joined: Thu Feb 23, 2012 3:49 pm
- Contact:
Thanks! I noticed that in order to work, I had to turn off Octane's sun. Why is that? It would be nice to have both so we could have total control over the shadows while getting some nice reflections... :/
I Agreeeee! Why isn't possible?ricardobjerke wrote:Thanks! I noticed that in order to work, I had to turn off Octane's sun. Why is that? It would be nice to have both so we could have total control over the shadows while getting some nice reflections... :/
I7 3930K six core - 16 gb ram - 1 x ZOTAC NVIDIA GTX 560 2GB x Octane
Maybe because unibased goes the inverse way as raytraced?
face
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
- ricardobjerke

- Posts: 14
- Joined: Thu Feb 23, 2012 3:49 pm
- Contact:
Yeah! I think I still have to get my mind used to the idea of working with "real life" like working environment.face wrote:Maybe because unibased goes the inverse way as raytraced?
face
So, that means that when lighting a scene with and HDR, its not possible to fake a sun in order to get a good, sharp shadow?
you can still add emitters to the scene, causing all sorts of shadows - or a single sun-faking emitterricardobjerke wrote:Yeah! I think I still have to get my mind used to the idea of working with "real life" like working environment.face wrote:Maybe because unibased goes the inverse way as raytraced?
face
So, that means that when lighting a scene with and HDR, its not possible to fake a sun in order to get a good, sharp shadow?
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Hi,
Sorry to come in but I think this is a good place for it. I am currently working on an exterior and did what is suggested, I have an overcast sky plugged in my environment and wanted to add a slight yellowish feel from the sun side, with soft shadows. But my problem is that the light emitter is really hard to compute, it's creating a lot of noise and hot spots. Without this light source I can get an acceptable result within 2-3mn, and with the light source after 15mn it is still not good. It also seems to burn around windows, but the lit facade gets almost no light, and I don't really see drop shadows either. I tried using a disc and a place as a light source. I also tried to play with the sampling rate of the light, no difference. Someone got some hints about this workflow and how to limit the noise generation ?
Sorry to come in but I think this is a good place for it. I am currently working on an exterior and did what is suggested, I have an overcast sky plugged in my environment and wanted to add a slight yellowish feel from the sun side, with soft shadows. But my problem is that the light emitter is really hard to compute, it's creating a lot of noise and hot spots. Without this light source I can get an acceptable result within 2-3mn, and with the light source after 15mn it is still not good. It also seems to burn around windows, but the lit facade gets almost no light, and I don't really see drop shadows either. I tried using a disc and a place as a light source. I also tried to play with the sampling rate of the light, no difference. Someone got some hints about this workflow and how to limit the noise generation ?
