I suppose the image should be sampled across the whole surface. Will this give better (more correct) illumination when it's patched?
Texture emitters use-case
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Ah, I see. Both those images are black in corners so that explains it. 
I suppose the image should be sampled across the whole surface. Will this give better (more correct) illumination when it's patched?
I suppose the image should be sampled across the whole surface. Will this give better (more correct) illumination when it's patched?
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Ive been having same issues from the first implementation of texture emitters.. and tried a million of different combinations, to achieve a lampshader, softbox whatever.. with a million tricks, the sss shader makes the lampshade look good at default, but it doesnt light up a room like it does in real life -
I tried configuring the lights in every manner I could think of, and still I have the same issue, every time I try and light the scene with the emitters, burns through.. and then trying out numerous tricks to overcome this..
My conclusion, there has to be a different way to interpret light in octane - the first idea that occur to me was that in biased engines you can increase the secondary light after the first light bounce, and this should work.
Can the kernel be reworked so we can increase the amount of light in secondary light bounces, or is it all wound up inside the light equations and cannot be controlled? That would probably solve this issue..
I tried configuring the lights in every manner I could think of, and still I have the same issue, every time I try and light the scene with the emitters, burns through.. and then trying out numerous tricks to overcome this..
My conclusion, there has to be a different way to interpret light in octane - the first idea that occur to me was that in biased engines you can increase the secondary light after the first light bounce, and this should work.
Can the kernel be reworked so we can increase the amount of light in secondary light bounces, or is it all wound up inside the light equations and cannot be controlled? That would probably solve this issue..
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax

