LIGHT LINKING & LIGHT EXCLUDE
One of the most desirable features, "Light Exclusion" is finally ready for use with V4. Now you can control the effects and appearance of lights on both scene and objects with a few mouse clicks. If you remember that earlier versions of Octane has added special exclusion features such as "visible on specular or visible on diffuse", but these features were working globally. This new Light Exclusion works both Local and Global. In previous versions of Octane, we had to cheat both the position of the light and its own settings so that some lights did not affect some objects (Photographer's Cheats). In fact, in this way, we had more control over the working principle of light. This difficulty made us more creative about lights. However, due to popular demand, this feature is now available in the Octane V4. Of course it's up to you whether you want to use it or not.
To use Light Exclusion, you must first assign an "Octane Object Tag" to any object in the scene. You should also set the "Light ID" of your lights. Now let's talk about Light Exclusion according to the following scenarios. So you will understand better.
If you want to follow these explanations alongside the scene, just click on here to download
灯光链接和灯光排除
最理想的功能之一,“ Light Exclusion”终于可以与V4一起使用了。现在,您只需单击几下鼠标,即可控制场景和对象上的灯光效果和外观。如果您还记得早期版本的Octane已添加了特殊的排除功能,例如“在镜面反射上可见或在漫反射上可见”,但是这些功能在全局范围内有效。此新的Light Exclusion可在本地和全局范围内使用。在以前的Octane版本中,我们必须同时欺骗灯光的位置和它自己的设置,以使某些灯光不会影响某些对象(“摄影师的秘籍”)。实际上,通过这种方式,我们对光的工作原理有了更多的控制。这种困难使我们对灯光更具创造力。但是,由于需求旺盛,此功能现已在Octane V4中可用。当然,是否使用它取决于您。
要使用“灯光排除”,必须首先为场景中的任何对象分配“Octane对象标签”。您还应该设置灯光的“灯光ID”。现在让我们根据以下场景讨论光排除。这样您将更好地理解。
如果您想在现场遵循这些说明,只需单击此处下载
LOCAL WORKFLOW
本地工作流程
SCENE PREP.
First of all, let's look at the local usage of Light Exclusion. In this use, we will focus on light-object interaction. Because it's about that. Now let's create a scenario as you can see in the picture below. There are 2 octane light (orange and cyan colors), 2 Dragon objects, HDR lighting and Octane Daylight in this scene. We will not enter the details of the lighting and environment settings here, all the light options are explained in detail in the relevant sections. We're just focusing on Light Exclusion.
场景准备。
首先,让我们看一下Light Exclusion的本地用法。在此使用中,我们将重点放在灯光与物体的交互上。因为就是这样。现在,让我们创建一个场景,如下图所示。此场景中有2个Octane光(橙色和青色),2个Dragon对象,HDR照明和Octane Daylight。我们将不在此处输入照明和环境设置的详细信息,所有照明选项将在相关部分中详细说明。我们只是专注于光排除。
TO EXCLUDE ORANGE LIGHTS FROm BOTH DRAGONS
First of all, we need to make ID settings for the 2 lights. You know now how to make the Light ID settings, so we won't go into details. If you are new and you started reading this section first, you can find a detailed description in the related sections. You can still adjust the settings you see in the picture below. Make this adjustments.
排除两个龙的橙色灯光
首先,我们需要为2盏灯进行ID设置。 您现在知道如何进行灯光ID设置,因此我们不再赘述。 如果您是新手,并且首先开始阅读本节,则可以在相关节中找到详细的说明。 您仍然可以调整下图所示的设置。 进行此调整。
Now we have to make Octane Object Tag settings for the Dragon Objects. Right-click on each of the dragon objects and go to "c4dOctane tags" in the drop down menu and select "Octane ObjectTag". Here you can see the new feature "Use Light Pass Mask". For Light exclusion to work, you must "Enable" this. You can see the settings in the picture below. Do not change anything in the Light Pass Mask for now. We will explain their functions later.
现在我们必须为Dragon Objects进行Octane Object Tag设置。 右键单击每个龙对象,然后在下拉菜单中转到“ c4dOctane标签”,然后选择“ Octane ObjectTag”。 在这里,您可以看到新功能“ Use Light Pass Mask”。 为了使Light exclusion起作用,您必须“启用”此功能。 您可以在下图中看到设置。 现在,请勿更改“光通过蒙版”中的任何内容。 稍后我们将解释它们的功能。
Select "Octane ObjectTags" of the Dragon Objects and disable "2" in "Light Pass Mask" area. As you can see in the picture below, Dragon objects on the right are no longer affected by Orange Light. Here we are using the ID2 in Orange Light and "2" in Light pass mask area to isolate only Orange light. We can include or exclude a light or light group with up to a maximum of 8 IDs for any object in the scene. With a little practice you can test this simple setup. As you can see, Cyan Light continues to illuminate our objects. If you deactivate 3, you will also exclude Cyan light.
选择Dragon Objects的“ Octane ObjectTags”,并在“ Light Pass Mask”区域中禁用“ 2”。 如下图所示,右侧的Dragon对象不再受Orange Light的影响。 在这里,我们在橙光中使用ID2,在光通过蒙版区域中使用“ 2”来仅隔离橙光。 对于场景中的任何对象,我们可以包括或排除最多具有8个ID的灯光或灯光组。 通过一些练习,您可以测试此简单的设置。 如您所见,青色光继续照亮我们的物体。 如果禁用3,则还将排除青色光。
Set orange lIght for "dragon 1" and cyan lIght for "dragon 2"
Let's continue to use our simple setup in this scenario. This time, we will use only orange light for the dragon 1 and will use only cyan light for the dragon 2 light. Select the object tag of Dragon 1 and activate "2" and deactivate "3" from the same section. For Dragon 2, deactivate "2" and activate "3" again from the same section. As you can see in the picture below, we obtained what we wanted with the "Light Pass Mask" settings according to the Light IDs.
将橙色亮度设置为“龙1”,将青色亮度设置为“龙2”
在这种情况下,让我们继续使用我们的简单设置。 这次,我们仅对龙1使用橙色光,而对龙2仅使用青色光。 选择Dragon 1的对象标签,然后从同一部分激活“ 2”并取消激活“ 3”。 对于Dragon 2,请从同一部分停用“ 2”并再次激活“ 3”。 如您在下图中所看到的,我们根据Light ID通过“ Light Pass Mask”设置获得了想要的东西。
exclude both lIghts from the both dragon
You can continue with the same logic. This time, if you close "2" and "3" from the object tag of the dragons, orange and cyan light will no longer illuminate these objects. As you can see, you can make very practical exclusion management with this setup.
从双龙中排除两个光辉
您可以继续相同的逻辑。 这次,如果从龙的对象标签中关闭“ 2”和“ 3”,则橙色和青色的光将不再照亮这些对象。 如您所见,您可以使用此设置进行非常实用的排除管理。
exclude envIronment IllumInatIon from the dragon 2
You may have seen the "s" and "e" check marks in the Light pass mask section and wondered what they were. These are "Sun" and "Environment". You can exclude both of them for your objects. Select Dragon 2 object this time, disable "e", "2" and "3" from the object tag / Light pass mask area, respectively. As you can see in the picture below, Dragon 2 is not affected by the environment lighting, nor is it affected by other lights (except daylight sun). Environment lighting actually means using HDR or Octane Sky. The difference between these explained in the relevant sections.
从龙2中排除环境照明
您可能已经在“光通过遮罩”部分中看到了“ s”和“ e”复选标记,并想知道它们是什么。 它们是“太阳”和“环境”。 您可以将两个对象都排除在外。 这次选择Dragon 2对象,分别从对象标签/ Light pass mask区域中禁用“ e”,“ 2”和“ 3”。 如下图所示,Dragon 2不受环境光照的影响,也不受其他光照(日光除外)的影响。 环境照明实际上意味着使用HDR或Octane Sky。 这些之间的区别在相关章节中进行了说明。
GLOBAL WORKFLOW
This workflow is actually to turn the exclusion system on and off globally. If you paid attention to the previous scenes, they kept their presence on the scene even if the lights didn't illuminate the objects. So the scene was still illuminated by these lights. Now we will look at the results once we intervene of these lights globally. The scene is the same. You can open the scene and follow along.
全球工作流程
该工作流程实际上是在全局范围内打开和关闭排除系统。如果您注意以前的场景,即使灯光不能照亮对象,它们也会保留在场景中。因此场景仍然被这些灯光照亮。现在,我们将在全球范围内干预这些光,然后来看一下结果。场景是一样的。您可以打开场景并继续。
DIsable cyan LIGHT BOTH FROM DRAGONs and THE SCENE
Now let's disable the lights globally. To do so, go to the Live Viewer/Settings/Kernels section. Below you will see the "Lights ID Action" option. It has 2 options as "Enable" and "Disable". Select Disable. Below you will see the "Light IDs" check marks, where you can completely disable any light or light groups you define with the Light ID in the scene, just as you do in the local workflow. As you can see in the picture below, when you disable "Cyan Light" from Light ID 3 (when you activate 3), only "Orange Light" and Environment will remain illuminated and illuminate objects. Logic is simple. You can produce and test various scenarios if you wish.
来自龙和场景的可蓝绿色光
现在,让我们全局禁用灯光。为此,请转到“实时查看器/设置/内核”部分。在下面,您将看到“ Lights ID Action”选项。它有2个选项,分别为“启用”和“禁用”。选择禁用。在下面,您将看到“ Light ID”复选标记,您可以在其中完全禁用在场景中使用Light ID定义的任何灯光或灯光组,就像在本地工作流程中一样。如下图所示,从Light ID 3禁用“青色光”(激活3)时,只有“橙色光”和环境将保持照明并照亮对象。逻辑很简单。您可以根据需要制作和测试各种方案。
If you switch Light IDs Action from Disable to Enable, this time only Cyan Light will start illuminating the whole scene and the objects. You can test all the options here by trial and error and get a better idea.
You can also enable or disable lights globally and intervene locally. For example, if you want to disable the environment in the scene only for the object you specify, you can go to the related object, selects its tag and from there you can activate or deactivate the "e" check mark. The combinations are quite large and you can use them for almost any scenario.
Info: Do not use "1" for any ID. This is considered "ID default" for technical reasons.
如果将“灯光ID操作”从“禁用”切换为“启用”,则这次只有“青色灯光”将开始照亮整个场景和对象。 您可以通过反复试验在此处测试所有选项,以获得更好的主意。
您还可以全局启用或禁用灯光并在本地进行干预。 例如,如果只想为指定对象禁用场景中的环境,则可以转到相关对象,选择其标签,然后从那里可以激活或取消激活“ e”复选标记。 组合很大,您几乎可以在任何情况下使用它们。
信息:请勿对任何ID使用“ 1”。 由于技术原因,这被视为“默认ID”。
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