Lighting tips and tricks?
- anthony113
- Posts: 7
- Joined: Thu Mar 24, 2011 8:08 pm
Does anyone have any tips or tricks they can share for lighting in octane? I'm pretty used to manually moving spot and area lights around by hand in other programs and having the ability to direct light to very specific areas. I've watched a few of the demo videos and read through the manual but I can't seem to find a way to have this level of control inside of octane. Are there any power user videos out there on the subject of lighting inside of octane?
The closest thing to this in Octane right now is using IES lights (texture emission node -> load .ies as floatimage) and tweaking the orientation parameter. You can't move the source yet, but you can direct it.anthony113 wrote:I'm pretty used to manually moving spot and area lights around by hand in other programs and having the ability to direct light to very specific areas.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- anthony113
- Posts: 7
- Joined: Thu Mar 24, 2011 8:08 pm
So is there a way, currently, to say, bring in a simple object such as a sphere or plane and transform/scale it and use it as a light emitter in Octane? If not this would be a great feature to have. One step better would be for that geo to already exist within Octane.
Yes, you Octane supports mesh emitters. But you can't transform/scale them in Octane (at this time). You need to do this in your modeling app.anthony113 wrote:So is there a way, currently, to say, bring in a simple object such as a sphere or plane and transform/scale it and use it as a light emitter in Octane?