...wait for the next release, and assign each light to a light pass...
Can't wait!
Paul, do you know if we'll be able to toggle these right inside of the plugin - perhaps under the post tab? It would be great if we don't need to export to a 3d party app to see the benefits of multilight.
I have refreshed the installers at the top of this thread with:
2.21.1.27
- Compiled with Octane 2.21.1
- Added Light Passes (you can now assign a Light Pass to each Emitter, and then view each light pass as a Render Pass).
- Added Out-of-Core Textures to the Devices tab - where texturemaps can now be stored in CPU/Motherboard RAM if graphic card VRAM is full. Enabling this sets the RAM limit to your total RAM amount.
- Added "Cube Map" project type to the Spherical Camera
- You can now adjust the new Focal Length slider in the Thinlens Camera to adjust the Aperture
- Added *.TGA to the image file types support for Image, Alpha Image and Float Image nodes
face_off wrote:I have refreshed the installers at the top of this thread with:
2.21.1.27
- Compiled with Octane 2.21.1
- Added Light Passes (you can now assign a Light Pass to each Emitter, and then view each light pass as a Render Pass).
- Added Out-of-Core Textures to the Devices tab - where texturemaps can now be stored in CPU/Motherboard RAM if graphic card VRAM is full. Enabling this sets the RAM limit to your total RAM amount.
- Added "Cube Map" project type to the Spherical Camera
- You can now adjust the new Focal Length slider in the Thinlens Camera to adjust the Aperture
- Added *.TGA to the image file types support for Image, Alpha Image and Float Image nodes
face_off wrote:I have refreshed the installers at the top of this thread with:
2.21.1.27
- Compiled with Octane 2.21.1
- Added Light Passes (you can now assign a Light Pass to each Emitter, and then view each light pass as a Render Pass).
- Added Out-of-Core Textures to the Devices tab - where texturemaps can now be stored in CPU/Motherboard RAM if graphic card VRAM is full. Enabling this sets the RAM limit to your total RAM amount.
- Added "Cube Map" project type to the Spherical Camera
- You can now adjust the new Focal Length slider in the Thinlens Camera to adjust the Aperture
- Added *.TGA to the image file types support for Image, Alpha Image and Float Image nodes
Paul
Great, thanks Paul, and thanks for the earlier advice on lighting and textures, will look into it all today
My default lighting in the scene is pretty strong and there are also a number of emissive textures (the recessed lights at the top of the walls) + natural lighting.
I suspect all those lighting in the side and middle of the ceiling are high-polygon Revit family geometry items and will not be ideal as emitter geometry for Octane and render with a lot of noise. In this case, you might be better turning the emission right down on those objects, and add a new object - being a single polygon for the whole ceiling - which you set opacity to 0 and set up as an emitter. This should give a much less grainy render.
What do you mean here? As in create a single shape that would be the emitter? But then the lights wouldn't look like lights anymore no? They would be dark.
Thanks
My default lighting in the scene is pretty strong and there are also a number of emissive textures (the recessed lights at the top of the walls) + natural lighting.
I suspect all those lighting in the side and middle of the ceiling are high-polygon Revit family geometry items and will not be ideal as emitter geometry for Octane and render with a lot of noise. In this case, you might be better turning the emission right down on those objects, and add a new object - being a single polygon for the whole ceiling - which you set opacity to 0 and set up as an emitter. This should give a much less grainy render.
What do you mean here? As in create a single shape that would be the emitter? But then the lights wouldn't look like lights anymore no? They would be dark.
Thanks
I think what Paul means here is keep the lights but reduce their emitter output and make a new shape like the ceiling you now have, make the geometry invisible (0 opacity) and give it emission properties. Also make sure that only the face of the light fitting emits light.
Architectural lighting could be tricky with rendering applications so it's best to experiment a bit. What I have done in the past is add a simple shape (square or round) which I made the emitter and placed it inside my lumnaire, which has no an emitter material. It will render more slowly than Paul's suggestion but faster than yours and with less grain. Hope that makes sense...
Good point Seeker. On your scene Sonnemanntoon, assign the round lights to a pass, and the long lights to another, and render separate light passes to find out which lights are causing the noise. My guess is that it is the round lights. If so - are you assigning an IES light to the distribution of the round lights? http://render.otoy.com/manuals/Revit/?page_id=79
face_off wrote:Good point Seeker. On your scene Sonnemanntoon, assign the round lights to a pass, and the long lights to another, and render separate light passes to find out which lights are causing the noise. My guess is that it is the round lights. If so - are you assigning an IES light to the distribution of the round lights? http://render.otoy.com/manuals/Revit/?page_id=79
Paul
How do you actually assign lights to passes?
Yes I am using Ies lights for both the round and long lights
Thanks