Hi
This problem bothers me for so long and I searched everywhere on Internet still cant find an answer.
As shown in the Screenshot. The Disc circle light edge is so jagged, I cannot find a way to increase the segment for that circle.
My old way is just using a Disc primitive, then use a emission material, but it renders much SLOWER than Original Octane Area Light. So I tend to not do that and its not very convenient.
I tried change the area shape to Object, and use circle spline. But No Luck.
Please dev help a brother out, or maybe just add an option in the Octane light tag so we can change the segment to make it smooth. Thank you!
PS: Same goese to Cylinder and sphere
Charles
How to Increase the segment of the Octane Disc Light?
Moderators: ChrisHekman, aoktar
Thank you! As I stated it already in the main thread, it tends to render much slower than just the Octane light, and not a good workflow since you need a seperate materail.promity wrote:Make a your own custom light source - polygonal.
Thank you!
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
Use a rectangular area light with a circular shaped texture in distribution. That will give the fastest rendering time and works for most situations.
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
Thank you Jay! Yeah it is a nice workaround, I wish C4d can implement an advanced area light so we can tweak morejayroth2020 wrote:Use a rectangular area light with a circular shaped texture in distribution. That will give the fastest rendering time and works for most situations.
Thank you!
- Tim_Twisted
- Posts: 41
- Joined: Mon Apr 23, 2018 1:31 pm
I get that this is the best option to use in this case, but doesn't this also 'waste' samples from the black part of the light? I once made a small spotlight which took way longer to render than other lights, and I thought this must be because of the amount of usable rays being way lower compared to a full white light texture/surface.jayroth2020 wrote:Use a rectangular area light with a circular shaped texture in distribution. That will give the fastest rendering time and works for most situations.