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HDRI environment in Octane for 3dsmax

Posted: Tue Feb 28, 2012 8:38 am
by ricardobjerke
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! ;)

Re: HDRI environment in Octane for 3dsmax

Posted: Tue Feb 28, 2012 1:03 pm
by petergazo
Enivorment - Enviroment Map - Texture Enviroment
texture: switch value to texture - Image Texture - choose HDRI

Posted: Tue Mar 06, 2012 7:06 am
by ricardobjerke
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... :/

Re:

Posted: Tue Mar 06, 2012 2:50 pm
by J3DSN
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... :/
I Agreeeee! Why isn't possible?

Re: HDRI environment in Octane for 3dsmax

Posted: Tue Mar 06, 2012 3:26 pm
by face
Maybe because unibased goes the inverse way as raytraced?

face

Re: HDRI environment in Octane for 3dsmax

Posted: Tue Mar 06, 2012 3:48 pm
by ricardobjerke
face wrote:Maybe because unibased goes the inverse way as raytraced?

face
Yeah! I think I still have to get my mind used to the idea of working with "real life" like working environment. :)

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?

Re: HDRI environment in Octane for 3dsmax

Posted: Tue Mar 06, 2012 4:09 pm
by t_3
ricardobjerke wrote:
face wrote:Maybe because unibased goes the inverse way as raytraced?

face
Yeah! I think I still have to get my mind used to the idea of working with "real life" like working environment. :)

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 emitter ;)

Re: HDRI environment in Octane for 3dsmax

Posted: Wed Mar 14, 2012 12:06 pm
by a.boeglin
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 ?