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Gobo/Light Filters

Posted: Mon Dec 02, 2024 6:07 pm
by liamclisham
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

Re: Gobo/Light Filters

Posted: Wed Dec 04, 2024 1:11 am
by BK
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
Hi Liam,

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

Re: Gobo/Light Filters

Posted: Mon May 26, 2025 12:54 pm
by EyasArraf
BK wrote: Wed Dec 04, 2024 1:11 am
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
Hi Liam,

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
Actually this doesn't work.
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.

Re: Gobo/Light Filters

Posted: Mon May 26, 2025 1:41 pm
by skientia
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:
Image
There should be a distinction between a texture used for IES/Distribution versus a texture used as an Emission map.
This would require some elaborations. The terminology seems to be interchangeably used.

What's the initial purpose (what texture type to obtain what result)?
This would help at more precisely suggesting the appropriate method.

Re: Gobo/Light Filters

Posted: Tue May 27, 2025 7:24 pm
by dom_otoy
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.
Screenshot 2025-05-27 142154.png