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Octane light update

Posted: Thu Mar 30, 2023 12:58 pm
by remKa
Hello,

It would be nice to have a "roundness" effect for the octane lights : https://youtu.be/ZUEnTb6QnD4?t=260

At the moment, the Geo Type "Disk" is unusable in Octane because of its polygonal look :|

Thanks !

Re: Octane light update

Posted: Thu Mar 30, 2023 4:25 pm
by elsksa
Hi,

A disk geo light should work. It does in Standalone. However, I am not familiar with Octane for Max. What's the issue? Wouldn't sub-division help?

Re: Octane light update

Posted: Fri Mar 31, 2023 9:47 am
by remKa
Hello Elsksa ;)

A disk geo works indeed but having this small improvement straight from OctaneLights would speed up the lightning process (insted of creating shape + set up an emissive material).

Re: Octane light update

Posted: Fri Mar 31, 2023 10:53 am
by elsksa
Fair point, indeed.
Perhaps worth considering scripting it?

Re: Octane light update

Posted: Wed May 03, 2023 10:17 pm
by neonZorglub
remKa wrote:Hello,

It would be nice to have a "roundness" effect for the octane lights : https://youtu.be/ZUEnTb6QnD4?t=260

At the moment, the Geo Type "Disk" is unusable in Octane because of its polygonal look :|

Thanks !
Hi remKa,
The default segment count for Octane lights discs and spheres is 10, but can be changed in
Preferences / Material / 'Octane lights: Shape segments'. Try to set 100 to reduce the polygonal look.
This is used when Vectron mode is disabled. (Vectron mode makes a perfect shape, and reduce noise..)
Note that the Octane engine has only Vectron Spheres or quad, but no disc.
You could also try to use a Vectron sphere, with a scale like 100,100,0.001, but it will always be 'double sided' ..
Sorry that the segments settings is not obvious to find! I'll add it to the Octane light in a future release.
I'll try to add a 'roundness' effect too.

Thanks