Hi,
Octane will support mesh emission as a material property, just like maxwell and most other unbiased engines.
Radiance
lightsources
I would like to see an Octane emitter material applicable in 3Dsmax before export that has a visual viewport guide for the effect of falloff and intensity, kind of like the attenuation sphere on regular 3dsmax lights. I know that in Octane they'll be updatable in 'real time' while rendering, but since scene assembly is done before rendering it'd be nice to specify during the building stage so there's less to do during the rendering (which is more taxing on the computer).
With Vray for instance, one can't easily guess the effect of changing the intensity value which defaults to a miserly 1 and it is always a guess whether to throw at it 100 or 1000 (at least for me it's a guess). In Maxwell, which uses efficacy and wattage it's even harder, though it is cool to adjust in multilight (except the hit on the sampling update is always introducing refresh lag, so a simple scaling sphere helper around the textured object would be a nice little add on, supposing the falloff distance from the object could be calculated reasonably well).
With Vray for instance, one can't easily guess the effect of changing the intensity value which defaults to a miserly 1 and it is always a guess whether to throw at it 100 or 1000 (at least for me it's a guess). In Maxwell, which uses efficacy and wattage it's even harder, though it is cool to adjust in multilight (except the hit on the sampling update is always introducing refresh lag, so a simple scaling sphere helper around the textured object would be a nice little add on, supposing the falloff distance from the object could be calculated reasonably well).
Gateway DX4820 - Intel Core 2 Quad processor Q9400 - Gigabyte GTC480 1.5Gb - 8 GB DDR3 Ram - Windows Vista Home Premium 64bit SP1 -Octane + 3DSMax2011 64bit
Instead of adjusting lighting inside the 3D app, it would make more sense (to me at least) if we could adjust lighting within Octane itself (sort of the way we can adjust an HDRI image).tomacmuni wrote:I would like to see an Octane emitter material applicable in 3Dsmax before export that has a visual viewport guide for the effect of falloff and intensity, kind of like the attenuation sphere on regular 3dsmax lights. I know that in Octane they'll be updatable in 'real time' while rendering, but since scene assembly is done before rendering it'd be nice to specify during the building stage so there's less to do during the rendering (which is more taxing on the computer).
With Vray for instance, one can't easily guess the effect of changing the intensity value which defaults to a miserly 1 and it is always a guess whether to throw at it 100 or 1000 (at least for me it's a guess). In Maxwell, which uses efficacy and wattage it's even harder, though it is cool to adjust in multilight (except the hit on the sampling update is always introducing refresh lag, so a simple scaling sphere helper around the textured object would be a nice little add on, supposing the falloff distance from the object could be calculated reasonably well).
I was thinking on doing an animation of my current project with the sun setting and the lights turning gradually on, right now it would be pretty hard to do it, cause I would have to animate light power frame by frame, which would be a pain, but I'm thinking that it could be something that a script could do, identify a material in your 3d app, and relate a value to the power in octane's emmitter, then at import change the material's node value accordingly and render happily away. I'm no programer, but I'm sure the gifted plugin scripters could find a way around it. 

windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
radiance wrote:the beta 2.3 final exporters will allow you to bind any octane parameter to any anination curve in your 3d host app.

windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
will the mesh lighting be able to work in direct lighting mode also ?
since this is working per pixel...
Do you have any plans for a pseudo indirect 2nd light bounce trick for the direct light rendering mode ?
in order to get some cheap and fast GI looking results
for example create a mesh-texture or point-cloud light source from the surfaces where direct lighting hits and re-render the scene including that light source.
just an idea
But i am sure you have a lot in your mind radiance
since this is working per pixel...
Do you have any plans for a pseudo indirect 2nd light bounce trick for the direct light rendering mode ?
in order to get some cheap and fast GI looking results

for example create a mesh-texture or point-cloud light source from the surfaces where direct lighting hits and re-render the scene including that light source.
just an idea
But i am sure you have a lot in your mind radiance

It should already be working in direct light mode.photonf wrote:will the mesh lighting be able to work in direct lighting mode also ?
These would be biased rendering methods, I think the plan is to focus on unbiased / incremental rendering for now. Having some sort of pre-baking step also makes things less interactive.photonf wrote:Do you have any plans for a pseudo indirect 2nd light bounce trick for the direct light rendering mode ?
in order to get some cheap and fast GI looking results
for example create a mesh-texture or point-cloud light source from the surfaces where direct lighting hits and re-render the scene including that light source.
Hi Brecht ! Welcome here !
I think for my own that the most important thing in a close future is to get the light emitted by meshes able to pass through glass and reflect in mirrors.
As I mostly do external scenes, I'd really like the ability to build spot projectors with a light source, a parabolic reflector and a front glass. It is absolutely necessary for cars front lights, lighthouses, scene spots, and other light sources requiring a narrow beam of light.
Best regards,
Philippe.
I think for my own that the most important thing in a close future is to get the light emitted by meshes able to pass through glass and reflect in mirrors.
As I mostly do external scenes, I'd really like the ability to build spot projectors with a light source, a parabolic reflector and a front glass. It is absolutely necessary for cars front lights, lighthouses, scene spots, and other light sources requiring a narrow beam of light.
Best regards,
Philippe.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
I second that suggestion. Currently it is very difficult to create dramatic lighting. I tried pre 2.3 to create a theatrical lighting setup, which spotlight effect is very hard to achieve. I eve create the barn doors for the light source, still the is not effective enough. Area light simply does not provide concentrated light source, comparing to a spotlight. In addtion I create someflat cubes with specularity and low roughness, in order to simulate bouncing light source... since we're talking about unbiased render here. Though, In this case there is simply no bouncing lights at all.
To conclude, i agree that something similar to spotlight is critically important feature to have. And hopefully with the upcoming update, the reflection issue is to be taken care of as well.
To conclude, i agree that something similar to spotlight is critically important feature to have. And hopefully with the upcoming update, the reflection issue is to be taken care of as well.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480