Hi,
I need help with lights please.
I have mesh emmitters in a scene, but they are not 'strong enough' to illuminate the scene even when I pull the power slider to the right.
I am using dirct lighting.
How can I increase the power of small mesh emitters?
ned stronger lights
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Are you using beta 2.45?Refracty wrote:Hi,
I need help with lights please.
I have mesh emmitters in a scene, but they are not 'strong enough' to illuminate the scene even when I pull the power slider to the right.
I am using dirct lighting.
How can I increase the power of small mesh emitters?
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
It´s essential to use the right scaling for your scene.
Maybe thats the issue?
face
Maybe thats the issue?
face
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http://vimeo.com/user2509578
I am using the new release 2.45.
Is scene scaling still important for mesh emitters / lights in the new release?
Is scene scaling still important for mesh emitters / lights in the new release?
The scene scale is correct. First I have used Sam's Rhino Exporter and then exported manually while scaling 1/1000 (from mm to meter) just to be sure.
The result is the same. The Lights seem to weak to illuminate the scene at night.
I will try to integrate larger area lights with IES mapping beneath the original light sources.
In worst case I have to scale the scene 1/10 th smaller then it should be.
Thanks for your support.
Refracty
The result is the same. The Lights seem to weak to illuminate the scene at night.
I will try to integrate larger area lights with IES mapping beneath the original light sources.
In worst case I have to scale the scene 1/10 th smaller then it should be.
Thanks for your support.
Refracty
I think I know where the problem comes from.
Please correct me if I am wrong or you have other suggestions.
I am using multiple light sources (around 100) wich share the same material.
So octane sees them as one mesh. Maybe that means that the power is devided by the number of lightsources.
So is the only correct way having ONE material for each light?
If I would assign one material (emitter) to each light source I would end with 100 material inputs only for the light emitting.
Please correct me if I am wrong or you have other suggestions.
I am using multiple light sources (around 100) wich share the same material.
So octane sees them as one mesh. Maybe that means that the power is devided by the number of lightsources.
So is the only correct way having ONE material for each light?
If I would assign one material (emitter) to each light source I would end with 100 material inputs only for the light emitting.
Yes, That is correct. If the light sources are the same size the power will be divided equally between the light sources. So you can either assign different materials to each light source or use 1 light source with around 100 times the power.Refracty wrote: I am using multiple light sources (around 100) wich share the same material.
So octane sees them as one mesh. Maybe that means that the power is devided by the number of lightsources.
In the current release candidate the maximum power for new emission nodes is 1000, but for existing emission nodes it is read from the scene file. If the scene is written by a previous version the maximum value of 100 may be stored in the scene file. The only way to get rid of this value in Octane is to replace the emission node (you can do this with the node type combo box).
And we will increase the maximum power in the next release.
--
Roeland
damn thats hybrid 
So if i have 100 lights with lets say 30 W
I will create 100 spheres (what size????any size??) and assign them same material
100 x 30 = 3000 Total power in Watts
In IES i read about light effeciency and insert that value
Then i press render
Mybe you can change this cos people will make errors nonstop
I dont want to multiply,i dnot want to loose time inserting some values when they are allready there, let Octane do that.
As much Octane can do, thats better.
I use Relux and its far easier cos im able to drag and drop luminares in that program. At the end Octane will have to be able to drag, rotate, mirror, group, ungroup, hide, unhide etc
When i insert IES i dont have to do nothing else. Everything writes in IES file, wats, effecienty, color, lumens etc etc thats why we needed IES.
So probably this is your path, you just have to make Octane to really read IES file and inforamtion placed in it.
But, we can do IES lighning now,hybrid and hard, but we CAN
its a little bit hard, especialy for some1 who dont understand principels of lightning design.

So if i have 100 lights with lets say 30 W
I will create 100 spheres (what size????any size??) and assign them same material
100 x 30 = 3000 Total power in Watts
In IES i read about light effeciency and insert that value
Then i press render

Mybe you can change this cos people will make errors nonstop
I dont want to multiply,i dnot want to loose time inserting some values when they are allready there, let Octane do that.
As much Octane can do, thats better.
I use Relux and its far easier cos im able to drag and drop luminares in that program. At the end Octane will have to be able to drag, rotate, mirror, group, ungroup, hide, unhide etc
When i insert IES i dont have to do nothing else. Everything writes in IES file, wats, effecienty, color, lumens etc etc thats why we needed IES.
So probably this is your path, you just have to make Octane to really read IES file and inforamtion placed in it.
But, we can do IES lighning now,hybrid and hard, but we CAN

its a little bit hard, especialy for some1 who dont understand principels of lightning design.
ArchiCad, Blender, Moi3d
GTX 580 3GB
Win 7, 64 Bit
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