Why does sun light look strange in octane 3
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Please post only in English in this subforum. For alternate language discussion please go here http://render.otoy.com/forum/viewforum.php?f=18
On the Octane side there haven't been made any changes to the sun light: Maybe we introduced a bug somewhere. Could post an example? Thanks.coilbook wrote:We switched from octane 2.23.2 - 1.9 to octane 3 and sun seems too bright now and sky looks more different. Seems like octane 2 had better looking sun light, more natural. Were there some changes made to the sun?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
coilbook wrote:We switched from octane 2.23.2 - 1.9 to octane 3 and sun seems too bright now and sky looks more different. Seems like octane 2 had better looking sun light, more natural. Were there some changes made to the sun?
There are some notable lighting differences in some cases between the pre-2.24 builds and 2.25 builds and higher. The same look can be achieved by adjusting the right settings (this tends to be far too case-by-case to produce a consistent one-size-fits-all solution). Do you see the same lighting difference when using a 2.25 plugin as well? It is likely that this is something standalone-related, but any further information to help better confirm this would be appreciated.
Hi,
One more question: what are you doing regarding the 3ds Max gamma hack? If anything at all. There is a chance that the overhaul on the implementation of gamma (as of 2.24.2 - 2.16), could be playing a hand in your current lighting issue. Please confirm what your settings are for gamma in your scene, and if you are using the 3ds Max Gamma Hack (Render Setup -> Kernel -> Render Settings).
If we eliminate this as a possible cause, then it is likely that your issue is standalone-related. Otherwise, further troubleshooting efforts can be built up from there.
One more question: what are you doing regarding the 3ds Max gamma hack? If anything at all. There is a chance that the overhaul on the implementation of gamma (as of 2.24.2 - 2.16), could be playing a hand in your current lighting issue. Please confirm what your settings are for gamma in your scene, and if you are using the 3ds Max Gamma Hack (Render Setup -> Kernel -> Render Settings).
If we eliminate this as a possible cause, then it is likely that your issue is standalone-related. Otherwise, further troubleshooting efforts can be built up from there.
Thanks I will email comparison soon.
I posted this many times
Can we have two swatches one for shadow color/environment and the other one is for independent sky color. We use AO for animation (Diffuse is still too noisy and slow for animations) and it is way too blue looking compared to Diffuse. So we have to make sky color almost white so AO will look like diffuse but then our sky is white like it is cloudy. Please make sky color independent. Good for cartoons etc
I posted this many times
Can we have two swatches one for shadow color/environment and the other one is for independent sky color. We use AO for animation (Diffuse is still too noisy and slow for animations) and it is way too blue looking compared to Diffuse. So we have to make sky color almost white so AO will look like diffuse but then our sky is white like it is cloudy. Please make sky color independent. Good for cartoons etc
Yes, that should be possible. Noted.coilbook wrote:Thanks I will email comparison soon.
I posted this many times
Can we have two swatches one for shadow color/environment and the other one is for independent sky color. We use AO for animation (Diffuse is still too noisy and slow for animations) and it is way too blue looking compared to Diffuse. So we have to make sky color almost white so AO will look like diffuse but then our sky is white like it is cloudy. Please make sky color independent. Good for cartoons etc
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Which version 2 are you using? In 2.23 we fixed the fresnel reflection. Here is a post showing the changes. In version 2.15 we scaled the exposure scale to allow an exact representation of texture environments. Other than that I can't think of a change causing the reported change in the material preview.coilbook wrote:Seems like octane 3 looks too darker. Like material editor previews look too dark
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
We used 2.23.2 - 1.9abstrax wrote:Which version 2 are you using? In 2.23 we fixed the fresnel reflection. Here is a post showing the changes. In version 2.15 we scaled the exposure scale to allow an exact representation of texture environments. Other than that I can't think of a change causing the reported change in the material preview.coilbook wrote:Seems like octane 3 looks too darker. Like material editor previews look too dark
Please pay attention to all the important changes in a plugin since 1.9. Just do some quick read of changelogs at least, and perhaps some parts of previous release threads... Unfortunately the new manual is still not ready, we are really sorry for that. But I gave a very detailed explanations in the previous threads about some new functionality... For example (and I think this is a reason of your issue here) - the old broken gamma workflow has been fixed, and depending on your current 3ds Max standad Gamma/LUT settings it may result in what you've described here after you switch to recent plugin versions. Just for compatibility - there is still the "3ds Max gamma hack" checkbox present in Octane general settings, to switch to legacy (broken in some aspects) gamma workflow.
One of the explanations regarding this you can find here: viewtopic.php?p=261105#p261105
One of the explanations regarding this you can find here: viewtopic.php?p=261105#p261105