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area lights test

Posted: Tue Jun 15, 2010 11:31 am
by radiance
Hey guys,

Here's the first true area lights rendered image with octane.
lots more to do (efficiency wise), but 2.3 will make people very happy i think ;)

The materials have an extra channel 'emission', that you can texture like any other channel, including procedurals, maps etc...
There is also news on the MLT front, but i will leave that until we've made more advancements, but things are looking very good. ;)

Radiance

PS: approx 2 minutes on a GTX480

Re: area lights test

Posted: Tue Jun 15, 2010 11:34 am
by gristle
Now you're talking!

Re: area lights test

Posted: Tue Jun 15, 2010 11:39 am
by RayTracey
:D Fantastic news!

Re: area lights test

Posted: Tue Jun 15, 2010 11:40 am
by n1k
Great job guys! beta 2.3 is going to be awesome no doubt about it. Can't wait to try it:)

Cheers,
n1k

Re: area lights test

Posted: Tue Jun 15, 2010 11:42 am
by abstrax
radiance wrote:Hey guys,

Here's the first true area lights rendered image with octane.
lots more to do (efficiency wise), but 2.3 will make people very happy i think ;)

The materials have an extra channel 'emission', that you can texture like any other channel, including procedurals, maps etc...
There is also news on the MLT front, but i will leave that until we've made more advancements, but things are looking very good. ;)

Radiance

PS: approx 2 minutes on a GTX480
Awesome :)

Do you think it would be possible to hijack the ambient channel of OBJ materials for emission export?

Cheers,
Marcus

Re: area lights test

Posted: Tue Jun 15, 2010 11:46 am
by [gk]
rock on

Re: area lights test

Posted: Tue Jun 15, 2010 11:46 am
by radiance
abstrax wrote:
radiance wrote:Hey guys,

Here's the first true area lights rendered image with octane.
lots more to do (efficiency wise), but 2.3 will make people very happy i think ;)

The materials have an extra channel 'emission', that you can texture like any other channel, including procedurals, maps etc...
There is also news on the MLT front, but i will leave that until we've made more advancements, but things are looking very good. ;)

Radiance

PS: approx 2 minutes on a GTX480
Awesome :)

Do you think it would be possible to hijack the ambient channel of OBJ materials for emission export?

Cheers,
Marcus
hmmmm, not sure i don't think that will give expected results, and maybe confuse users.
imo these are 'lightsources' not ambient channels...

?

Radiance

Re: area lights test

Posted: Tue Jun 15, 2010 11:48 am
by 9fly
Rock it Rock it. More image please Radiance

Re: area lights test

Posted: Tue Jun 15, 2010 11:51 am
by abstrax
radiance wrote:hmmmm, not sure i don't think that will give expected results, and maybe confuse users.
imo these are 'lightsources' not ambient channels...

?

Radiance
I know, but OBJ/MTL doesn't support light sources, or did I miss something? But you are probably right, because most Octane exporters didn't cannot influence the OBJ export that much, that lights get exported as objects with ambient materials. I forgot that.

Cheers,
Marcus

Re: area lights test

Posted: Tue Jun 15, 2010 12:03 pm
by SurfingAlien
great news!
and nice render BTW, keep 'em coming