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Re: 256000 samples and...

Posted: Thu Aug 13, 2015 4:09 pm
by Olitech
FabioHartmannFernandes wrote:Olitech nailed it

Use of circular emitters is far better than Octane lights...

I think that still there is a lot o space for improvement, but works better, thats for sure...

And i agree with you Coilbook, maybe faking it its a faster response to minimize the problem, until a creation of a better solution.

Thanks a lot Olitech for the tip.
Awesome! Glad it worked!

Keep in mind emitters like as few polygons as possible. Circular emitters are ok, but planes are better if possible; cubes as bulbs, etc...

For recessed lighting, we usually punch out the recess, then stick a plane in the cavity with normals facing down.

Best,
O

Re: 256000 samples and...

Posted: Sun Aug 16, 2015 3:03 pm
by remKa
You have to hide the lights which are not visible in the camera view... this is pain in the ass but it works.


If you need IES, just put an IES Texture in a simple plane, it will work better too.

Re: 256000 samples and...

Posted: Wed Aug 19, 2015 7:46 am
by gabrielefx
don't make emitter invisible!
make it with opacity set to 1and set it not visible to camera.
If you want a circular visible shape assign an emitter material with light emission disabled.

Re: 256000 samples and...

Posted: Tue Sep 22, 2015 10:26 am
by bleepurchin
Olitech wrote:Don't even bother with Octane Lights.

Just use emitters or emitter bulbs (cubes).

You can crank emitter texture samples way, way higher than the lights...like 100k plus.

best,
O

I'm suffering from the same problem in my scene - small lights make for noisy renders... I do not understand how this has gone un checked by Otoy as it this makes it impossible to use Octane for scenes with small lights.

I am puzzled by how you found that emitters samples can be over 100,000. Are you referring to the sampling rate? Because this will not go higher than 10,000 (at leased in the C4D version). Could you explain how you set the emitter up? Was it just a diffuse material with nothing but the emitter node and blackbody?

Thanks!
L.

Re: 256000 samples and...

Posted: Tue Sep 22, 2015 2:16 pm
by aoktar
bleepurchin wrote:
Olitech wrote:Don't even bother with Octane Lights.

Just use emitters or emitter bulbs (cubes).

You can crank emitter texture samples way, way higher than the lights...like 100k plus.

best,
O

I'm suffering from the same problem in my scene - small lights make for noisy renders... I do not understand how this has gone un checked by Otoy as it this makes it impossible to use Octane for scenes with small lights.

I am puzzled by how you found that emitters samples can be over 100,000. Are you referring to the sampling rate? Because this will not go higher than 10,000 (at leased in the C4D version). Could you explain how you set the emitter up? Was it just a diffuse material with nothing but the emitter node and blackbody?

Thanks!
L.
It's not important to go 100.000 or 100 millions. It's not a sample count, it's a ratio between light sources. See my attached video in your other post.

Re: 256000 samples and...

Posted: Tue Sep 22, 2015 2:18 pm
by Olitech
bleepurchin wrote: I am puzzled by how you found that emitters samples can be over 100,000. Are you referring to the sampling rate? Because this will not go higher than 10,000 (at leased in the C4D version). Could you explain how you set the emitter up? Was it just a diffuse material with nothing but the emitter node and blackbody?

Thanks!
L.
Yes, correct. Diffuse + Blackbody emission.

The sampling rate in the max version goes over 1,000,000+.

best,
O

Re: 256000 samples and...

Posted: Tue Sep 22, 2015 3:18 pm
by bleepurchin
Olitech wrote:
bleepurchin wrote:
The sampling rate in the max version goes over 1,000,000+.
That wold explain why I get no joy with this technique then! :(

Re: 256000 samples and...

Posted: Tue Sep 22, 2015 3:24 pm
by coilbook
sampling rate wont do much with tons of light. I guess it will take hours to render like it would if you use mental ray or vray with so many lights. But I did notice CPU renders a lot cleaner and noise free. I hope otoy will find solution for lights. At least lights can have an option like standard 3ds max lights where they dont contribute to the environment but shine around themselves