Can anyone tell me if there is a way to make re-usable lights for Octane?

I was doing a little work in Octane, and I realized just how little I know about Octane materials. In DAZ the Real lights for Iray allow you to basically create an Iray Shader for a surface. I need to know if there's a way to do the same thing with the Octane Plugin, or if there's a tutorial on how to create light shaders for Octane somewhere. I basically would like to be able to click on a surface and double click on a Duf file that creates an Octane Material. 

Maybe I'm asking too much, but I thought I would ask and see if there's a way to do it. 

Comments

  • thd777thd777 Posts: 943

    Yes, you can do the same thing. No problem. You need to use the emission parameters in the material editor. There are also several presets in the octane live database. Search for "emit" and "light". 

    Ciao

    TD

  • larsmidnattlarsmidnatt Posts: 4,511
    edited July 2015

    Yes its very easy. You need a diffuse material and attach a texture emission node. Adjust the emission values to get the light you want.

    Once you set up a material as a light, you can do a few things. Save the prop with the light material as a scene subset or scene you can merge later.  And or save the light material as a OcDS preset so you can apply it to other surfaces within the OcDS plugin. Finally you could save it as a material preset in DUF format, but that is pointless for a light IMO. It makes sense to make material presets for figures, as they have several material zones. However your light likely is a single material zone, so saving it as a OcDS plugin material preset is faster to use in the future. Instead of navigating to a folder to find the duf, it would be easily available inside the plugins material preset list.

    Not at my PC right now so I can't give you a screenshot of the setup, but if you create a diffuse material and add a texture emission node I think the rest will be self explanitory. Remember to keep the geometry simple for the light source...

    Post edited by larsmidnatt on
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