Help with working at astronomical scales [SOLVED]
Posted: Mon Jun 12, 2017 4:32 pm
I'm currently attempting to render some photorealistic images of astronomical bodies. I assumed since Octane is an unbiased renderer that I should try to operate at actual scale whenever possible. However, I'm having issues with my lighting at astronomical scales. Using smaller scales has not helped, as it appears the ratio of distances may be too great to get a good render.
I've attached a sample file with a sphere standing in for Mars and a targeted octane light standing in for the sun. I take care to adjust my ray epsilon whenever I'm switching scales, but I've been unable to find a way to prevent distant light sources from creating a strange banding effect on geometry.
I've attached a screenshot to illustrate the issue I'm having. There are two lights in the scene, the active light represents the correct distance (approximately) from the Sun to Mars. This light renders with the banding. I moved the light 10x closer to the sphere and the banding went away, however, this is not at a real-life scale, which is what I'm trying to accomplish.
Does anyone have any useful tips or tricks for working at these large scales? Is it even possible? I'm sure there's some render theory I'm ignorant of causing this issue, but I'd like to learn how to get past these limitations.
I've attached a sample file with a sphere standing in for Mars and a targeted octane light standing in for the sun. I take care to adjust my ray epsilon whenever I'm switching scales, but I've been unable to find a way to prevent distant light sources from creating a strange banding effect on geometry.
I've attached a screenshot to illustrate the issue I'm having. There are two lights in the scene, the active light represents the correct distance (approximately) from the Sun to Mars. This light renders with the banding. I moved the light 10x closer to the sphere and the banding went away, however, this is not at a real-life scale, which is what I'm trying to accomplish.
Does anyone have any useful tips or tricks for working at these large scales? Is it even possible? I'm sure there's some render theory I'm ignorant of causing this issue, but I'd like to learn how to get past these limitations.