Controlling light falloff with ramp parameter in Octane

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Does anyone know how to do this with Octane in Houdini? https://youtu.be/wsHO23Af3TE?t=1955 [youtu.be]
Basically controlling a light shape with a texture, I know there are IES textures but it would be nicer to to edit it quickly using a ramp.
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Never used it but it could be a solution:
https://www.orbolt.com/asset/somesanctus::enveditor
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FFD
Does anyone know how to do this with Octane in Houdini? https://youtu.be/wsHO23Af3TE?t=1955 [youtu.be]
Basically controlling a light shape with a texture, I know there are IES textures but it would be nicer to to edit it quickly using a ramp.

Octane is a physically based renderer, it doesn't make sense to control light falloff artistically.
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mandrake0
Never used it but it could be a solution:
https://www.orbolt.com/asset/somesanctus::enveditor

Thanks for the suggestion, I checked it out but it's not really what I'm looking for. Although it does give me some ideas.

jsmack
Octane is a physically based renderer, it doesn't make sense to control light falloff artistically.

Sorry I didn't explain myself properly, I'm not trying to control the falloff from the light I'm trying to control the shape of the light with a ramp or gradient parameter so it gets darker towards the edge of the surface. From my research it seems to be a legit workflow in C4D for product lighting. Is there a reason it would be bad practice?

I guess I could use a mesh with an attribute or texture to control the emissive channel but the octane spectron lights are supposed to be better and faster.
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Sorry I didn't explain myself properly, I'm not trying to control the falloff from the light I'm trying to control the shape of the light with a ramp or gradient parameter so it gets darker towards the edge of the surface. From my research it seems to be a legit workflow in C4D for product lighting. Is there a reason it would be bad practice?

I misunderstood your request. Would a spotlight work?

Edit:

Spectron sounds like the ticket. I'm not sure of the status of their implementation in the Houdini plugin though.

https://docs.otoy.com/StandaloneH_STA/StandaloneManual.htm#StandaloneSTA/Spectron.htm [docs.otoy.com]
Edited by jsmack - June 29, 2020 16:03:28
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I believe it would take place in the "light_shader" mat network of the Octane Spectron light but I'm not sure how to generate the gradient pattern, from there it might need to be mapped to the location of the light?
Edited by James_conkle - Aug. 21, 2023 11:45:53
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