Light brightness difference in PV vs Live Viewer

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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sdanaher
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For some reason these lights are rendering much brighter in the PV than in Octane Live Viewer. They are spheres with emissive materials.

I can't figure out why.

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sdanaher
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It's the Surface Brightness option that's causing it. If SB is disabled the lighting is much brighter in the PV. With SB on they are both the same.

Is this a bug?

Surface Brightness ON:

Image
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aoktar
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Too sad again, 100rd times same question. And too bad to hear that "is it bug or mistake"?

Described on manuals, tutorials, forums. Also changed the default against this mistake.

viewtopic.php?f=30&t=40997
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sdanaher
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If you get the same question a lot, maybe that tells you something about your software. If it annoys you to repeat yourself... well tough. Keep it to yourself, or find a solution. Do you think ranting to individuals is going to reduce the frequency of this question from other users?

Last thing a customer wants to hear when asking for support is attitude. Your software breaks a perfectly normal and expected rule of behaviour in a program that I am very familiar with. Next time I suggest just posting the link to the FAQ.

BTW I did a search for 'brightness difference in PV' and variations. I didn't find the info I needed.

Also the render settings are now different to the images in the FAQ. Is the setting called something else?
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sdanaher
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Even if I'd found the FAQ beforehand the current render settings interface is not only different to the FAQ, but opposite to the explanations given! So I'd still be asking a question about it. And actually even the nature of the problem is reversed - the PV is dimmer in the FAQ. Mine is brighter.

For the benefit of others the correct setting currently is Render Settings> Main > Geometry Engine = Resend all scene data. Which is what the FAQ says not to set it to for emission issues.

This is NOT the default. So I haven't made a mistake.
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aoktar
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Answer is simple for people who don't understand fundamentals of plugin and Renderer's workflow.

1-Set render method: "resend only updated". It's default on last versions.
2-Put objecttag to emissive geometry. No need if you select "Auto Detect" in render settings. It's default.
3-Check render buffer and save format. Floatbuffer will make darken output.

4-My all efforts are about to decrease these confusions. You should know the Renderer is workings as state machine. Not resend all data completely. After making lot of video tutorials, manuals and forum support, i think i have a little rights to cry about every very frequent questions. People don't read well and ask for each simple question before trying a few simple tests. Our answers and investigations on your scenes could be harder than your minor efforts to learn the settings.
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sdanaher
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aoktar wrote:Answer is simple for people who don't understand fundamentals of plugin and Renderer's workflow.

1-Set render method: "resend only updated". It's default on last versions.
No. This does not work. That setting is what causes the problem.
2-Put objecttag to emissive geometry. No need if you select "Auto Detect" in render settings. It's default.
3-Check render buffer and save format. Floatbuffer will make darken output.

4-My all efforts are about to decrease these confusions. You should know the Renderer is workings as state machine.
Why should I know what a state machine is, let alone that Octane is one? Your problem, which is the same with a lot of engineers, is assuming the end user has the same amount of technical comprehension as you do. This is not what I get paid to do, I happily pay other people to do that instead but I expect them to understand I'm not an expert in their field.
Not resend all data completely. After making lot of video tutorials, manuals and forum support, i think i have a little rights to cry about every very frequent questions.
Why? Cry in private please. Then when you're done find the solution to the problem, as much for you as us. Currently your above solutions don't seem to work too well. Isn't it better to make the solution obvious in the software? Then all your videos and FAQs won't be obsolete in a few releases time.
People don't read well and ask for each simple question before trying a few simple tests. Our answers and investigations on your scenes could be harder than your minor efforts to learn the settings.
But it wasn't was it. It was just a link to the FAQ (which is wrong, but that's another issue). And what you're complaining about is the same for ALL sw developers: how to sort the productive feedback from the chaff? That is not the end users problem though, its yours.

As a rule I spend a good amount of time working things out long before I ask questions online, which for me is worse than troubleshooting myself because I'm unproductive and not learning anything. I'm sure inexperienced users and hobbyists do this but you're too quick to blame the pro users for what is essentially poor interface design and
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aoktar
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sdanaher
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Check Geometry in LV Options must have Automatic = on. Then the render settings 'Resend Only updated objects' works. If Automatic = off it doesn't. These two options are in completely different parts of the interface and there's nothing about Automatic mode in the FAQ...

If Automatic mode = off then Resend all scene data also works.

You probably should update the FAQ
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aoktar
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sdanaher wrote:Check Geometry in LV Options must have Automatic = on. Then the render settings 'Resend Only updated objects' works. If Automatic = off it doesn't. These two options are in completely different parts of the interface and there's nothing about Automatic mode in the FAQ...

If Automatic mode = off then Resend all scene data also works.

You probably should update the FAQ

Please read release notes and manual. It's available. If automatic is off, you should add "Object tags" by manually.

Last Note: All is related with how we export the objects. If objects are movable so results are same. If they are static(all are collected to a big mesh), some features will be collapsed. Simple logic in fundamentals.
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