2.3 lighting need help

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
9fly
Licensed Customer
Posts: 135
Joined: Tue Apr 06, 2010 4:13 am

Here is one scene I just made for lighting test. This raise some questions. please anyone knows about those issues help me.

1. How to make emitter more bright. I'm already know lower fstop or increase my ISO but in my scene light is not strong enough. So what is the solution for made this light more bright?
2. Seam like my emitter not had any reflection on glossy floor. How to make this happen?
3. Even though I raise emitter power all the way, those light can not getting through specular material. Is there still not activate light through specular material or only bugs in 2.3?

Thank you.
Attachments
lighting test 2.3.JPG
Scog
Licensed Customer
Posts: 49
Joined: Mon May 17, 2010 7:41 am

I am wondering if you are using the Pathtracing kernel or Directlighting, I have not tested this myself but this looks to be your issue. You should be using Pathtracing.
| Desktop: GTX480 + 8800GTS 320MB, q9550, 4GB RAM | Laptop: Quadro FX 880M 1GB, i7 820m, 4GB RAM |
9fly
Licensed Customer
Posts: 135
Joined: Tue Apr 06, 2010 4:13 am

I was use pathtracing. Those cubes are modeled around 100 square mm each and emitter's power all max.
Henrik
Licensed Customer
Posts: 123
Joined: Thu May 13, 2010 1:22 am
Location: Oslo,Norway

I had to reverse / flip the normal to the light source,in the modeling software
Asus p67|Windows 10|GTX970_GTX1070|i7-2600K|16GBRAM
| FormZ|C4D
9fly
Licensed Customer
Posts: 135
Joined: Tue Apr 06, 2010 4:13 am

Henrik wrote:I had to reverse / flip the normal to the light source,in the modeling software
I'm not quite sure what you suggest. I just make normal map for each emitter in diffuse and change its properties in Octane. I modeled this scene in Sketchup.

Please anyone had the same problem give your suggestion.
User avatar
hmk
Licensed Customer
Posts: 188
Joined: Wed May 12, 2010 10:32 pm
Contact:

Henrik wrote:I had to reverse / flip the normal to the light source,in the modeling software
Normals are rays going out/in of the model, they simply represent the direction of the polygon. So what he is saying (am not sure if this will solve the problem though) is to go to your modeling software and flip the normals direction. In Max you select the model and right click and from the menu somewhere you will find "Flip Normals", just click this and re-export and import the model in Octane again.
http://www.OctanePowerTools.com
Octane Render Power Tools, Animation Tools for Octane Render
facebook | YouTube
Intel Core i7 920 @ 2.67GHz - RAM 12.0 GB
Asus P6T7 WS SuperComputer GTX 480
Henrik
Licensed Customer
Posts: 123
Joined: Thu May 13, 2010 1:22 am
Location: Oslo,Norway

hmk wrote:
Henrik wrote:I had to reverse / flip the normal to the light source,in the modeling software
Normals are rays going out/in of the model, they simply represent the direction of the polygon. So what he is saying (am not sure if this will solve the problem though) is to go to your modeling software and flip the normals direction. In Max you select the model and right click and from the menu somewhere you will find "Flip Normals", just click this and re-export and import the model in Octane again.
yes, that's what I meant, the only way I got the source (Black Body) to shine was to reverse the normal.
Hope you reply if you make it this way
Asus p67|Windows 10|GTX970_GTX1070|i7-2600K|16GBRAM
| FormZ|C4D
9fly
Licensed Customer
Posts: 135
Joined: Tue Apr 06, 2010 4:13 am

oh. :lol: This model was made with right front side for emitter.

I think my problem same rman thread. There is no/ or very low reflection of emitter from glossy materials (?). Or some setting not right with both emitter and glossy floor. Or there is no calculation for those reflections.

Code: Select all

http://www.refractivesoftware.com/forum/viewtopic.php?f=33&t=3202
Strange that not any words from develop team. :oops:
User avatar
hmk
Licensed Customer
Posts: 188
Joined: Wed May 12, 2010 10:32 pm
Contact:

http://www.OctanePowerTools.com
Octane Render Power Tools, Animation Tools for Octane Render
facebook | YouTube
Intel Core i7 920 @ 2.67GHz - RAM 12.0 GB
Asus P6T7 WS SuperComputer GTX 480
User avatar
hmk
Licensed Customer
Posts: 188
Joined: Wed May 12, 2010 10:32 pm
Contact:

9fly wrote:oh. This model was made with right front side for emitter. I think my problem same rman thread. There is no/ or very low reflection of emitter from glossy materials (?). Or some setting not right with both emitter and glossy floor. Or there is no calculation for those reflections.Code:http://www.refractivesoftware.com/forum/viewtopic.php?f=33&t=3202
We posted in the same time ;)
http://www.OctanePowerTools.com
Octane Render Power Tools, Animation Tools for Octane Render
facebook | YouTube
Intel Core i7 920 @ 2.67GHz - RAM 12.0 GB
Asus P6T7 WS SuperComputer GTX 480
Post Reply

Return to “Development Build Releases”