Illumination Problem
Posted: Tue Jun 16, 2015 4:46 pm
Hi,
I have a problem getting smaller light sources to cast realistic illumination to other objects without making the light sources extremely bright.
Additionally I get some confusing results when changing the Ray epsilon parameter with PT kernel.
All of the following renders were created with the C4D Plugin and Octane version 2.23.2 using path tracing.
Image 1 shows the displays with the disered brightness of the background pane emitters and a glass panel as cover. Unfortuenately this version doesn't illuminate the surounding objects at all, which doesn't seem to be realistic.
Image 2 shows the displays with another much brighter emitter that I put on top of the initial emitter and which is set to be invisible for the camera. This second emitter is very bright and therefore casts the desired illumination to other objects like buttons, case, floor, fader.
Image 3 shows the same setup as image 2, except that I set the glass panel visible again. This unfortunately makes the second emitter that was set to be invisible for the camera, visible again, because emitters behind glass just ignore the visbility setting in octane. This version is unusable because the visible emitter is extremly bright.
Now I'm screwed, because I have no idea how to keep the not too bright background of the basic emitter of image 1 and have some nice illumination of other objects like in image 2 and also keep the glass pane (which sets the brighter emitter visible again).
In fact I don't understand in general why I have to set the emitters to be that bright to make them illuminate neighbouring objects. That seems unrealistic to me.
From everything I can see in reality, a light source with the brightness of the displays as you can see in image 1, should illuminate other objects, that are close. But in Octane they don't.
Instead I have to use emitters that are as bright as laser swords to get some nice illumination.
Probably I'm doing something wrong.
So, any help appreciated.
Another issue that is quite confusing to me is the influence of the Ray epsilon parameter.
Image 4 below is the exact same render as image 1 except that the Ray epsilon value in the first image is set to 0.000001 and in image 4 it is set to 0.001. As you can see, the glass pane and especially the the rings around the knobs look totally different. Actually almost all the objects that have a specular material assigned or that are emitting lights look totally different depending on the Ray epsilon value.
The results I get are quite random, so I have no clue which value to use to get some moreless physically correct results.
If somebody could shed some light on this, it would be very helpful to me.
Thanks in advance!
I have a problem getting smaller light sources to cast realistic illumination to other objects without making the light sources extremely bright.
Additionally I get some confusing results when changing the Ray epsilon parameter with PT kernel.
All of the following renders were created with the C4D Plugin and Octane version 2.23.2 using path tracing.
Image 1 shows the displays with the disered brightness of the background pane emitters and a glass panel as cover. Unfortuenately this version doesn't illuminate the surounding objects at all, which doesn't seem to be realistic.
Image 2 shows the displays with another much brighter emitter that I put on top of the initial emitter and which is set to be invisible for the camera. This second emitter is very bright and therefore casts the desired illumination to other objects like buttons, case, floor, fader.
Image 3 shows the same setup as image 2, except that I set the glass panel visible again. This unfortunately makes the second emitter that was set to be invisible for the camera, visible again, because emitters behind glass just ignore the visbility setting in octane. This version is unusable because the visible emitter is extremly bright.
Now I'm screwed, because I have no idea how to keep the not too bright background of the basic emitter of image 1 and have some nice illumination of other objects like in image 2 and also keep the glass pane (which sets the brighter emitter visible again).
In fact I don't understand in general why I have to set the emitters to be that bright to make them illuminate neighbouring objects. That seems unrealistic to me.
From everything I can see in reality, a light source with the brightness of the displays as you can see in image 1, should illuminate other objects, that are close. But in Octane they don't.
Instead I have to use emitters that are as bright as laser swords to get some nice illumination.
Probably I'm doing something wrong.
So, any help appreciated.
Another issue that is quite confusing to me is the influence of the Ray epsilon parameter.
Image 4 below is the exact same render as image 1 except that the Ray epsilon value in the first image is set to 0.000001 and in image 4 it is set to 0.001. As you can see, the glass pane and especially the the rings around the knobs look totally different. Actually almost all the objects that have a specular material assigned or that are emitting lights look totally different depending on the Ray epsilon value.
The results I get are quite random, so I have no clue which value to use to get some moreless physically correct results.
If somebody could shed some light on this, it would be very helpful to me.
Thanks in advance!