Hi
I guess I'm really starting to get down to the nitty gritty of making a complex animation with Octane.
I am currently stumped on this one. If I merge in 3x emitters (seperate shaders in Carrara) with an existing scene that already has a number of emitters, then my merged in ones don't show.
If I remove the objects holding the existing emitters then new ones show. See pics below.
The dark one is showing the existing emitters on the back wall (nice built-in bokeh blur btw), the lighter one with the existing emitter objects removed shows the merged in emitters shining brightly.
I'm confused!
Maximum Emitters per scene?
Hi Sci Fi funk,
i will try this tomo but as a quck fix could you not just use instances of the mesh light and apply the same shader to them all?
i will try this tomo but as a quck fix could you not just use instances of the mesh light and apply the same shader to them all?
http://www.Neil-Isted.com
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
Intel i7 870/2.93 GHz
RAM 16GB
1x Titan (6GB)
2x GTX 660Ti 2GB
Win10 Pro 64-bit
Carrara 8.5 Pro
Carrara - OR4C
OctaneRender™ for Blender
Ds pro
OR Standalone V4
Poser Plugin
In fact there are only 5 emitters in this scene. 2 on the wall (instanced) and 3 planes created from a cube shinning on the main character as a 3 point lighting rig. They use separate colours so can't be reduced any further.orion_uk wrote:Hi Sci Fi funk,
i will try this tomo but as a quck fix could you not just use instances of the mesh light and apply the same shader to them all?
Cheers!