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Simulating hair/rim lights in Octane

Posted: Tue May 19, 2020 4:43 am
by TijuanaKez
I have a clothed figure I'd like to light directly from behind to achieve the common halo effect that comes with doing this in the real world.

Of course by default with a light directly behind there is nothing catching and diffracting the light at the edges.

The obvious thing is to apply some sort of very fine hair to the clothes and figure, but I want to do animation and with the amount of hairs needed the render time hit is too large.

Are there any ways to cheat this in octane without using millions of hairs?

Thanks.

Re: Simulating hair/rim lights in Octane

Posted: Tue May 19, 2020 7:15 am
by bepeg4d
Hi,
maybe you could try with Vector Displacement with Falloff, and SSS :roll:
ciao Beppe

Re: Simulating hair/rim lights in Octane

Posted: Wed May 20, 2020 12:24 am
by TijuanaKez
maybe you could try with Vector Displacement with Falloff, and SSS :roll:
Hi Beppe and thanks for the tip!

The suggestion sounds good, but I'm not sure I understand how the Vector Displacement works into it.

Are you saying to apply a seperate material with Falloff and SSS just to the displaced portion?
The only way I can think to do that is duplicate the mesh but its pretty high poly.
Is that what you mean?