So far I am getting pretty good results with Octane. However I would like to add some more options with different lights, such as the classic Spotlight.
Now I know I can add an emitter to each mesh, but thats just a light source. Is there a trick to simulate the light of a flashlight or spotlight (cone light)
Also I know this may be a bit farstretched since Octane is an unbiased renderengine, but is there some way that I can just highlight specular details with a light rather then the whole model?
Thank you all for your help
A few questions on lights
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in fact there is.
the fast method: apply an IES light profile to the emitter; an IES "map" is some photometric data, means lighting characteristics, taken from a real world lamp (not necessarily, but usually). this results in lighting, that is usually directional, since most real world lamps emit directional light.
octane (and the plugin) contain already a set of such files. to apply one, you don't need to search, just change the distribution pin of the blackbody emitter to "image" type, and the textures list already contains all 38 IES files included with octane. you will also get a sample preview when hovering over the entries.
to create such an emitter, create a new sphere primitive. since the result will always be directional light, the geometry isn't really important, but using a sphere, you won't need to care about which side needs to face the target (like i.e. when using a plane). take the ies file number 12 for example, which is a plain spotlight, and use the orientation values (in the blackbody node) to aim the light where you need it.
the straight forward method: create a spotlight
you would use a tube (in DS a stretched torus for example), one end open (offf course), one end closed (...), plus an emitter inside (you could use cylinder primitives for the lid and the emitter). you then could attach this whole construct to a camera, what will allow you to visually aim the spotlight. to control the cone of your self-made spotlight, change the length of the tube...
the fast method: apply an IES light profile to the emitter; an IES "map" is some photometric data, means lighting characteristics, taken from a real world lamp (not necessarily, but usually). this results in lighting, that is usually directional, since most real world lamps emit directional light.
octane (and the plugin) contain already a set of such files. to apply one, you don't need to search, just change the distribution pin of the blackbody emitter to "image" type, and the textures list already contains all 38 IES files included with octane. you will also get a sample preview when hovering over the entries.
to create such an emitter, create a new sphere primitive. since the result will always be directional light, the geometry isn't really important, but using a sphere, you won't need to care about which side needs to face the target (like i.e. when using a plane). take the ies file number 12 for example, which is a plain spotlight, and use the orientation values (in the blackbody node) to aim the light where you need it.
the straight forward method: create a spotlight

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happy to help3dmania wrote:Thank you very much for the swift answer.

by the way, if you don't find the right characteristics within the included IES maps, you will find a gazillion of them for free on the net; most bigger manufactures provide them for archviz use. there is also a free viewer available: http://www.photometricviewer.com/
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400