frankmci wrote:Are you using pre-multiplied alphas? If so, give it a shot with straight alphas. Remember, though, that it really would look dimmer when spinning in the real world. The geometry is emitting the same amount of light as when stationary, but when in motion that light is spread out over a larger surface area, reducing the intensity at any given pixel by the difference in surface area. If the blades cover 1/2 the opening, then you should expect it to be around 1/2 as bright in motion, if it is spinning at any significant speed.
That's just the apparent/surface brightness. The actual amount of illumination added to the rest of the scene remains the same.
a) cant use straight alphas, their colour profile has been broken for years now unless it got fixed recently?, all straight alpha renders come out in linear gamma instead of srgb
b) already tried, its no better.
c) If I had a lightsabre swooshing, and in a single frame it swooshed 90 degrees from upright, down to horizontal. You would expect an incredibly bright swooshing trail behind the object. But because octane says "well, you only took up space along the way for 10% of the time, im going to make the alpha channel 90% transparent." it would look terrible.
In fact here we go, lets try:
Top, lovely swooshing lightsabre exactly as I want it rendered with a black object behind it, or with alpha disabled
Middle, premultiplied alpha on, 90% of my sabre is gone
bottom, straight alpha, screwed up colour profile, as it has been since octane 4.0, useless.