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The Black BodyAn opaque object that emits thermal radiation. In Octane, this is used to designate illumination properties for mesh emitters. emission uses Temperature (in Kelvin) and Power to control the light's color and intensity, respectively. You can access the Black Body emission from the Emission category in the Octane MaterialThe representation of the surface or volume properties of an object. window (figure 1).
Figure 1: Accessing the Black Body emission node
Texture - Sets the light source's efficiency. You can set this to a value or texture. Keep in mind that real-world lights aren't 100% efficient at delivering power at their specified wattage - a 100-watt light bulb doesn't deliver 100 watts of light. This parameter enters the real-world values.
Power - The light source's wattage. You should set each light to their real-world wattage - for example, set a desk lamp to 25 watts, a ceiling lamp to 100 watts, and an LED light to 0.25 watts.
Surface Brightness - Causes Emitters to keep their surface brightnesses constant, independent of the Emitter's surface area.
Keep Instance Power - Enabling this option with Surface Brightness disabled and Uniform Scaling applied to the object causes Power to remain constant.
Double Sided - Lets Emitters emit light from the front and back sides.
Temperature - The Black Body emission's light temperature (in Kelvin).
Normalize - Ensures all normal vectors have the same length for the Black Body emission. This keeps the emitted light's luminance constant if the temperature varies. This is enabled by default.
Distribution - Controls the light pattern. You can set this to a Greyscale or RGB image so that you can load an Image texture or IESAn IES light is the lighting information representing the real-world lighting values for specific light fixtures. For more information, visit http://www.ies.org/lighting/. file. the Image texture's Projection nodes adjust the light's orientation and direction.
Sampling Rate - Choose what light sources receive more samples.
Light Pass ID - Captures the respective Emitter's contribution.
Visible On DiffuseAmount of diffusion, or the reflection of light photons at different angles from an uneven or granular surface. Used for dull, non-reflecting materials or mesh emitters. - Enables Black Body or Texture emission light sources to cast visible light or shadows on diffuse objects. Disabling this option disables emission - it's invisible in diffuse reflections, but is still visible on specular reflections. It's also excluded from the direct light calculation. This option is enabled by default.
Visible On SpecularAmount of specular reflection, or the mirror-like reflection of light photons at the same angle. Used for transparent materials such as glass and water. - Enables the light source's visibility on specular surfaces, and lets you hide Emitters on specular reflections/refractions. This is enabled by default.
Visible on ScatteringDefines how fast light gets scattered when traveling through the medium. Volume - Makes the light source visible on scattering volumes.
Transparent Emission - Lets light sources cast illumination on diffuse objects, even if the light source is on transparent material.
Cast Shadows - Light sources can cast light and shadows on diffuse surfaces, letting you disable direct light shadows for Mesh emitters. To make this option work, the direct light calculation must include the Emitter (the sampling rate must be greater than 0). This option is enabled by default.
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