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light spread : real hardware light modifiers

Posted: Wed Dec 14, 2016 10:57 am
by dotcom
Hello !

I'm both in 3d (using Octane 3 + c4d R18) and a photographer.

And as a photographer i use 3d to prep my shots or to post my pictures in a 3d scene.
Both prep and post are problematic as far as lights are concerned/

I'm using a strong 4x titan x config.

I try to simulate the same exact light comportament within my 3d scene as in the real studio shot.


Basically my needs would have been fixed with ies datas but none of the flash builders companies do give those datas.
And from what i've been andswered to : they don't even have done them.


A simple area light is not giving the right result because the light spread is not correct.
A simple c4d light is better as you can determine the light spread angle, but we cannot use them with Octane.


What i'm into, that's not working but could, is to model the light modifier in 3d itself, wether it is an umbrella, a softbox, or a beautydish,
with the exact correct dimensions, and putting a reflective material inside plus a cylinder as the flash filament source.
That gets me into a real light comportament just like in my studio.
Which tends to light via indirect lightning : the light source bounce from the light modifier into the scene
and it's even more complex where the flash head light hits the reflector's beauty dish then bounce back to the beauty dish itself
and then beauty dish gets back lightning the scene ...

Modeling the lightmodifiers works but :
Problems are those :
- Render times are getting X50 if not X100 from an area light lightning solution
- Grain still stand whatever rendering time, whatever the higher the samples
- Hight def pictures of 12k are impossible to render if you don't plan on rendering for days, for a week
- Not to mention Full HD videos.



So :

I'm looking for a way to get this to work /
It could be already better if the light spread angle would be determined inside a new lights parameters inside area light.
That would make it usuable /

I thank you for your tips tricks and advices,
Happy renderings,

cheers,


Arnaud

Re: light spread : real hardware light modifiers

Posted: Wed Dec 14, 2016 11:10 am
by aoktar
A simple area light is not giving the right result because the light spread is not correct.
what does mean really?
A simple c4d light is better as you can determine the light spread angle, but we cannot use them with Octane.
C4D's renderer is not good as Octane. And you can modify IES by tranform node in there. Did you tried?

For about speed, have you tried some optimisation from kernel or scene content? What about coherent_ratio, gi_clamp, caustic_blur, etc..?