OctaneRender™ Standalone 3.03.2
Please look at the image attached. There is something wrong with scattering medium in the sun daylight (We use octane 3ds max).
We have volumetric light coming through windows but when we add phoenix fd smoke (just smoke no light source) in the scene phonix fd smoke lights up so bright makes the whole screen white.
But when we delete scattering medium from the sun daylight it renders fine.
So there is a conflict between daylight sun with scattering medium and phoenix fd smoke
We have volumetric light coming through windows but when we add phoenix fd smoke (just smoke no light source) in the scene phonix fd smoke lights up so bright makes the whole screen white.
But when we delete scattering medium from the sun daylight it renders fine.
So there is a conflict between daylight sun with scattering medium and phoenix fd smoke
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Do you use direct lighting AO? If yes, then that's most likely the same problem as this: viewtopic.php?f=9&t=55380coilbook wrote:Please look at the image attached. There is something wrong with scattering medium in the sun daylight (We use octane 3ds max).
We have volumetric light coming through windows but when we add phoenix fd smoke (just smoke no light source) in the scene phonix fd smoke lights up so bright makes the whole screen white.
But when we delete scattering medium from the sun daylight it renders fine.
So there is a conflict between daylight sun with scattering medium and phoenix fd smoke
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Yes we do. Thank you I thought my other problem was mixing kepler and maxwell video cards and the sun gets very bright. This happens with slaves disabled and that bright light is not the sun but phoenix fd.abstrax wrote:Do you use direct lighting AO? If yes, then that's most likely the same problem as this: viewtopic.php?f=9&t=55380coilbook wrote:Please look at the image attached. There is something wrong with scattering medium in the sun daylight (We use octane 3ds max).
We have volumetric light coming through windows but when we add phoenix fd smoke (just smoke no light source) in the scene phonix fd smoke lights up so bright makes the whole screen white.
But when we delete scattering medium from the sun daylight it renders fine.
So there is a conflict between daylight sun with scattering medium and phoenix fd smoke
a quick test on a scene: an industrial vehicle (approx. 1 gb), grass scattered on the ground, hdri environment, rendered at 4000x3000
2 x gtx 680 PT 2' 00''
DL 1' 10''
1 x gtx 1080 PT 1' 32''
DL 0' 52''
better then expected, in particular in PT mode.
2 x gtx 680 PT 2' 00''
DL 1' 10''
1 x gtx 1080 PT 1' 32''
DL 0' 52''
better then expected, in particular in PT mode.
Here is another bug
When movable proxy is ON for those spinning lights on top of the police car brightness gets 10 times brighter. When movable proxy is OFF brightness is normal
When movable proxy is ON for those spinning lights on top of the police car brightness gets 10 times brighter. When movable proxy is OFF brightness is normal
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Hi coilbook,
when you activate a movable proxy, you are treating it separately from the static geometry. If your proxy has a material with emission, what can easily happen is that the power must be reduced because is concentrated on a smaller geometry, so it is not a bug
The solution is to enable the Surface Brightness option in the Emission node, from OctaneRender online manual:
when you activate a movable proxy, you are treating it separately from the static geometry. If your proxy has a material with emission, what can easily happen is that the power must be reduced because is concentrated on a smaller geometry, so it is not a bug

The solution is to enable the Surface Brightness option in the Emission node, from OctaneRender online manual:
ciao beppeIf enabled, ‘power’ specifies the brightness of the surface, and not the total emitted power. This is useful when the brightness of the emitter is independent of the area of the surface.
Enabling this option will cause emitters to keep the surface brightness constant independent of the emitter surface area, i.e. the total emitted power will be dependent on the emitter’s surface area. The scaling is done in a way that a texture emitter will produce the same colour in the rendering (if the diffuse channel is black), when the camera response curve is set to “Linear/off”, exposure to 1, gamma to 2.2 and vignette to 0. Disabling the option will keep the total emission power constant, i.e. the surface brightness will become dependent on the emitter surface area.
Not this week, but hopefully next week. There are still various other changes we want to get into the next release.coilbook wrote:About when a new update will be released that will fix Phoenix fd bright light when used with octane daylight with scattering. And mixing Kepler and maxwell cards that creates white images. ??? Thank you.
Regarding the medium issues: Try using either DL + diffuse GI or path tracing until the next release is out. Please let us know if that doesn't help with the above problems.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra