Problem with lighting

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DI2011
Licensed Customer
Posts: 94
Joined: Thu Dec 09, 2010 11:13 pm

Hey Guys, I´m mading my first test with lighting and I´m having some troubles wich I don´t know if it is because this last octane version stiil have some troubles to fix or I´m doing something wrong.

I have a image below with 3 examples of problems I´ve been having.

1 - Only the room has lights, but have too much noise, I set hotpixel to zero and this amount of noise are still in image.

2 - I added another source of light in the room across the house and ass you can see, the noise in the first room of house are bigger now, specially in glass doors and windows.

3 - I selected the background image to be a light emitter with texture and when I did the noise got even worse and the light from another room began to light up differently.

My question here is, Am I doing something wrong or Octane has this issues and have some tricks wich I don´t know?

Thanks for Help!
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Windows 7 Ultimate 64-Bit, Intel I7 980x Extreme, 6GB ram, Nvidia Geforce GTX 580
Alain
Licensed Customer
Posts: 270
Joined: Tue Jan 12, 2010 12:12 pm

Maybe this helps a bit: http://www.refractivesoftware.com/forum ... f=6&t=5888

Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
DI2011
Licensed Customer
Posts: 94
Joined: Thu Dec 09, 2010 11:13 pm

Hey Alain, Thanks for reply!

I see the topic and I could get some tips that will help me.

However seems that my problem is different.

My fireflies increases drastically when I add other light sources, specially If I have a texture emmiter and mesh emitter together.

In this cases, this tips can´t help me :(!!

Anyone knows why this is happening?
Windows 7 Ultimate 64-Bit, Intel I7 980x Extreme, 6GB ram, Nvidia Geforce GTX 580
tehfailsafe
Licensed Customer
Posts: 229
Joined: Sun Nov 07, 2010 9:27 pm

I'm still just learning how to balance out lights as well, but it appears to me your lights are actually way too bright...
On all of the images, you have an extremely hot white spot where the emitter is, and then another hot spot where the emitter itself reflects off the floor. But it can't be a reflection because the angle is very wrong, to make a reflection there the light would have to be further away from the camera at a shallower angle.

So, if it's not a reflection, it's the light itself blooming out the floor? That must be an extremely powerful light.
That much power reflecting around the glossy objects will definitely create lots of fireflies.

Maybe an idea is to try and lower the power on the lights and raise the exposure settings in the preview node. Adjust fstop, exposure, and gamma even until you get a better look. Then lower the lights more and repeat until maybe the fireflies go away...

I'm not sure if it will work for your scene, but for me I often over estimate how powerful a light should be and get these problems too. Let me know if it works!
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012
Alain
Licensed Customer
Posts: 270
Joined: Tue Jan 12, 2010 12:12 pm

Maybe IES-Lights help as well.

In my case the "bulp" of the light was not only white with an IES.
But I don't understand all the parameters of an IES-Light yet.


Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
DI2011
Licensed Customer
Posts: 94
Joined: Thu Dec 09, 2010 11:13 pm

Hey guys, thanks!

I will try these tips, but I have a newbie question...

How can I use IES Light parameters in octane?
Windows 7 Ultimate 64-Bit, Intel I7 980x Extreme, 6GB ram, Nvidia Geforce GTX 580
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8Eggar8
Licensed Customer
Posts: 102
Joined: Fri May 28, 2010 6:42 pm

It comes in the newes beta.
the ies implimentation is explained (somewhat) here

http://www.refractivesoftware.com/forum ... ion#p51399
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