Hi,
Is it possible to uses Gobo textures and/or Light Filters with the Solaris build? I can't seem to get any method to work.
Thanks
Gobo/Light Filters
Hi Liam,liamclisham wrote:Hi,
Is it possible to uses Gobo textures and/or Light Filters with the Solaris build? I can't seem to get any method to work.
Thanks
Thanks for your post.
OctaneSolaris is using the light distribution by default when we enable the texture checkbox.
Try setting the Octane light as Quad light and enable the texture.
Then in the texture tab, please set the projection to Perspective and change the scale.
We expect to change features like our main plugin light so we can pick Texture or Distribution based on requirements.
Let us know if that works!!
Cheers
Kind Regards
bk3d
bk3d
Actually this doesn't work.BK wrote: Wed Dec 04, 2024 1:11 amHi Liam,liamclisham wrote:Hi,
Is it possible to uses Gobo textures and/or Light Filters with the Solaris build? I can't seem to get any method to work.
Thanks
Thanks for your post.
OctaneSolaris is using the light distribution by default when we enable the texture checkbox.
Try setting the Octane light as Quad light and enable the texture.
Then in the texture tab, please set the projection to Perspective and change the scale.
We expect to change features like our main plugin light so we can pick Texture or Distribution based on requirements.
Let us know if that works!!
Cheers
There should be a distinction between a texture used for IES/Distribution versus a texture used as an Emission map.
Also there should be a UV projection option to map the texture to the "Quad" light.
Filters (OSL, on the roadmap) are not yet present in Octane's lights (no parameter called "Filter" has been implemented), but textures (image and IES types) are supported and, to no one's surprise, used as "filters".
The question would be if this setup is reproducible in Houdini/Solaris. In Standalone, with a composite node technique:

What's the initial purpose (what texture type to obtain what result)?
This would help at more precisely suggesting the appropriate method.
The question would be if this setup is reproducible in Houdini/Solaris. In Standalone, with a composite node technique:

This would require some elaborations. The terminology seems to be interchangeably used.There should be a distinction between a texture used for IES/Distribution versus a texture used as an Emission map.
What's the initial purpose (what texture type to obtain what result)?
This would help at more precisely suggesting the appropriate method.
Octane resources
OCTANE POSTS (URLs have changed, which will break some links but all content remains available).
OCTANE POSTS (URLs have changed, which will break some links but all content remains available).
So the way to get gobos working in solaris octane:
1. Enable texture in octane main tab on the light
2. Load gobo into texture field
3. Set projection to Perspective
4. Set border modes to black color (unless you want the gobo repeating)
5. Set the lights uniform scale. If you want a sharp version of the gobo use a really small value. The bigger the light the "blurrier" the gobo.
6. To change the size of the gobo, change the UV scale.
1. Enable texture in octane main tab on the light
2. Load gobo into texture field
3. Set projection to Perspective
4. Set border modes to black color (unless you want the gobo repeating)
5. Set the lights uniform scale. If you want a sharp version of the gobo use a really small value. The bigger the light the "blurrier" the gobo.
6. To change the size of the gobo, change the UV scale.