Simulating hair/rim lights in Octane
Posted: Tue May 19, 2020 4:43 am
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.
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.