Hi,
each time I see an octane tutorial with c4d, I wonder why Octane Gradient texture UI on max is so erratic !?!
Its really not a pleasure to use...
octane gradient texture
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Same here, I don't understand how to use the gradient texture in Octane Light in Max... see there at 9min : https://www.youtube.com/watch?v=R8732-Hg3PI
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
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- neonZorglub
- Posts: 1016
- Joined: Sun Jul 31, 2016 10:08 pm
The Gradient Texture dialog has been updated in the last plugin version (15.08):
-2 left and right arrow buttons added to select next and previous key
-Information about the mouse position (key, or empty position)
-The mouse cursor will change as:
-a Finger, when the mouse is on an existing key,to indicate that it can be selected / dragged
-a big Plus sign, when the mouse is on an empty position, to indicate that a Left Click will create a new key.
-a Left and Right arrow, when dragging a key.
-a Forbidden sign, when trying to drag the first or last keys (set to position 0 and 1)
Note that Right Click on a key opens a context menu that can be used to delete the key.
This should help to adjust the keys more easily.
Thanks
-2 left and right arrow buttons added to select next and previous key
-Information about the mouse position (key, or empty position)
-The mouse cursor will change as:
-a Finger, when the mouse is on an existing key,to indicate that it can be selected / dragged
-a big Plus sign, when the mouse is on an empty position, to indicate that a Left Click will create a new key.
-a Left and Right arrow, when dragging a key.
-a Forbidden sign, when trying to drag the first or last keys (set to position 0 and 1)
Note that Right Click on a key opens a context menu that can be used to delete the key.
This should help to adjust the keys more easily.
Thanks
Hello NeonZorglub, is it possible to use the gradient texture inside a the distribution slot inside an OctaneLight ?
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
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- neonZorglub
- Posts: 1016
- Joined: Sun Jul 31, 2016 10:08 pm
Hi remKa,remKa wrote:Hello NeonZorglub, is it possible to use the gradient texture inside a the distribution slot inside an OctaneLight ?
Yes, that seems to work. I see some effect changing when changing the gradient keys..
I'm not too sure what it is supposed to do, or what to expect.. but it worth experimenting with it..
Here are some samples.. Thanks
Thanks, but I don't get the difference between texture and distribution, I get different projection for a same gradient texture.
Would it be possible to get a preview of the gradient in the classic material editor (like in the Slate Editor) and in the max viewport (like in C4D as soon as we use a texture in the OctaneLight) ?
Would it be possible to get a preview of the gradient in the classic material editor (like in the Slate Editor) and in the max viewport (like in C4D as soon as we use a texture in the OctaneLight) ?
AMD 9950x3D / RTX 4090 / RTX 3090 / 192 Go DDR5 / Win 11
http://www.remy-kerbiquet.com
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- neonZorglub
- Posts: 1016
- Joined: Sun Jul 31, 2016 10:08 pm
Hi remKa,remKa wrote:Thanks, but I don't get the difference between texture and distribution, I get different projection for a same gradient texture.
Would it be possible to get a preview of the gradient in the classic material editor (like in the Slate Editor) and in the max viewport (like in C4D as soon as we use a texture in the OctaneLight) ?
As far as I understand, the light texture is emitted roughly straight from the light surface (say, a Quad)..
That can be seen more easily when the light quad is close to the receiving object, like in the attached sample..
When the light is more far, the light rays gets blurred, and the texture is hardly recognizable.
I think the Distribution affect those rays direction. (see the 2 lights on the left of this sample)
I noted that when Vectron is not enabled (like for the light in the center), the texture seems not emitted correctly..
or not in the same way.. it might be a bug; I'll investigate more.
You could also create a light 'by hand', by assigning an emission texture / diffuse material to a plane (both lights on the right)
This could give you more control, and can also be used to display the emission or distribution in the 3dsMax viewport
For the preview of the Gradient texture in the material editor, sorry, that has just been broken in this version, with the addition of many thumbnails.
That will be fixed in the next release.
I'll also try to add a display mode with texture for lights in the 3dsMax viewport
Thanks,
Thank you very much 

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