OctaneRender® 1.024 beta 2.45 (lin/mac/win) [OBSOLETE]

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danilius
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Posts: 47
Joined: Thu Dec 23, 2010 9:13 pm

Thanks for the timely Linux build!

I have only used 2.45 for a few minutes, but appreciate the work that has gone into it. I confess that the new lighting model gave me the willies for a few minutes, but have successfully put that behind me now.

It also appears to be marginally faster, but without any definitive tests this might be down to other factors.

A minor niggle: the text in the edit boxes for the Mesh Preview Resolution, when not selected but in edit mode, is almost illegible due to the dark grey color of the text and black background of the box.

All in all, this is a definite improvement. More power to you collective elbows!
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Jaberwocky
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Thanks for the set button in the image preview resolution .It works great.

Only one very small issue.The numbers turn to black on black background as you alter them.They do however return to white when you press the set button.

Could they not stay white on black instead as you alter them.It makes them easier to see.

Cheers
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radiant
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Thanks for the long post radiance it makes some sense now :)
Imagine coding it and needing to know the mathematical equations to it :shock:
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adrencg
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Posts: 236
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radiance wrote:Hi guys,

I will try to explain the new light params with a very simple analogy, so anyone will understand it correctly:

Before we had one parameter called 'power'.
This meant, that the area light emits light with intensity 'power'.
If you make your object which is the area light larger, and you end up having 2x the surface area, you will have 2x as much energy (eg light) radiating into your scene from it.
Eg, imagine you have a tennisball and you wrap it in a glow-in-the-dark plastic sheet material, and you illuminate a dark room by it.
Next, You take a basketball and you wrap it in the same glowing plastic material. You would need probably 10x as much glow plastic sheet material to cover the basketball versus the tennisball.
If you use the basketball instead of the tennisball, you will end up having more surface area glowing, so you will illuminate your room with more light.
This was the system we have before. Eg power = lumen over area.

With the new physical parameters, we now have 'watt' and 'efficiency'.
Think of watt as the amount of electricity you would send to the emitter.

Eg we take our tennisball again, and wrap it in some hypothetical sheet material, that emits light when you connect it via a cable to a power source.
Eg it converts the electricity into light.
In this case, if we take the tennisball, and feed it 10 watts of electricity, we end up with a glowing tennisball illuminating the room.
Now imagine that we send the exact same 10 watts of electricity in the basketball.
Since we're distributing these 10 watts of electricity over a much larger area, the glow intensity will be much less.
If we want to have the same effect as before, we need to send more watts to it to ge the same intensity.

Imagine you had a tungsten incandescent glow-lamp, normal size, and you had a second one that is 10 meter tall, really huge.
The 10 meter tall one has a tungsten wire of 2-3 meters long, 5cm thick and weighs 7 kilos.
If you send 100 watts into the large lamp, it will glow very faintly, whereas 100 watts on the normal sized lamp will make it shine really bright.
You wound need several thousands of watts to make the large lamp shine as bright.

On the other hand, if you place the small lamp with 100watts of power in a large theatre hall, the hall will be dark,
and if you place the large lamp in it with say 5000 watts, the whole theatre hall will be illuminated.


The remaining parameter 'efficiency' is simply an additional scale for practical reasons.
Eg, imagine you want to add a lightbulb to an interior, just look up the efficiency for an incandescent lamp on wikipedia, and use that along with the desired watts and you are done.
You can find many efficiency ratings for different kinds of lamps around the web.

Also, as efficiency is a texture and is between 0.0 and 1.0, it doubles as a texture channel, to modulate the area light.


The firefly issue is probably due to people having a large and small arealights in scenes, and with the new parameters the output is completely wrong, with far too high power on the small area-lights, creating more noise. (this will converge given more time, it's simply undersampled light contributions, they are not bugs)

I think it's best to take your scene, remove all configurations for the lights, and redo them all, using the watt/efficiency workflow.
Eg, 100 watt bulb in the ceiling, 25 watt in a small table/desk lamp, and 0.01 watt for LEDs etc...

That's it, hope this makes it clear to those who did not understand it fully,

Radiance
Translated, this means drag the slider around until it looks right. ;)
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adrencg
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So far, this is easily the most stable Octane yet. I haven't been able to crash it yet.
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Hawker
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the new sober interface is great ! my eyes appreciate ;)

ies support is a good news even if i don't use it much.

bye
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grimm
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radiance wrote: Yes, incandescent, LED, fluorescent, does'nt matter, as you use the efficiency to compensate for the type of lamp.
Regarding max 100, i thought the default was higher than 100 watts, i've asked roeland to increase it in the mini-update for monday to say 100.000.

Due to a few assumptions in the engine, going higher than 100.000 watt is not a good idea, so making a sun is not possible for now.
maybe in the near future we will add a sun+HDR system for this purpose.
You don't need a trillion watts, if you make you're sun sphere smaller and closer to your scene.
Nevertheless, i would'nt model suns as area lights, they will never be %100 correct.
sunsky was made for that purpose.

Radiance
Thanks Radiance, no problem, I was just using the sun as an extreme example. :) Increasing it should work great, I was worried that there were scenes one could not do with the power topping out at 100 watts. Things like high powered spotlights or arc welders, etc.
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Jaberwocky
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grimm wrote:
radiance wrote: Yes, incandescent, LED, fluorescent, does'nt matter, as you use the efficiency to compensate for the type of lamp.
Regarding max 100, i thought the default was higher than 100 watts, i've asked roeland to increase it in the mini-update for monday to say 100.000.

Due to a few assumptions in the engine, going higher than 100.000 watt is not a good idea, so making a sun is not possible for now.
maybe in the near future we will add a sun+HDR system for this purpose.
You don't need a trillion watts, if you make you're sun sphere smaller and closer to your scene.
Nevertheless, i would'nt model suns as area lights, they will never be %100 correct.
sunsky was made for that purpose.

Radiance
Thanks Radiance, no problem, I was just using the sun as an extreme example. :) Increasing it should work great, I was worried that there were scenes one could not do with the power topping out at 100 watts. Things like high powered spotlights or arc welders, etc.
Or Jedi Light sabers ;)
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vinz
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Joined: Fri Apr 09, 2010 5:00 pm
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yu've made a wonderfull job, with this new release it's very convincing,
the new lights parameters are intuitive, the interface is enjoyable.
with this one i can build efficient indoor spot light without difficulties, a real pleasure !

1. the outliner is very handy, especially for selecting material, it would be great if the outliner stop to automatically collapse.

2. i would be nice to have a way to desactivate the preview material ball , i'm previewing directly on the mesh render ! and i always have to reselect the obj... each time i click on a material or a macro for selecting this last !
i know i can use the material pick up, but it is slower than clicking directly on node, especially if you have to right click for finding
a material behind another one, or simply for selecting something that don't appear on the render window, as a light or others....

finally ! thank yu for all your hard work!

vinz.
:D
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Joss
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Joined: Mon Nov 22, 2010 12:15 pm

1. If you rotate camera that way so you looking thru it from top down to the floor, then pan operation moves camera in world vertical(not sure if it's Z or Y) axis instead of screen space X-Y axes.

2. if you loaded some mesh, tweaked it, and then deleted - you still can see it in viewport, and it still consumes GPU resources.

3. it would be nice if users could assign those most used operations (Pick material in viewport, pick AF point, pick camera interest point) to some mouse/keyboard shortcuts just like you made it with camera controls.
For example i would really love to use "ctrl-left click" for material picking and "shift-middle-click" for AF point.

4. right alt doesn't works when im trying to orbit my camera with "alt-left-click"

5. would be nice to have "1:1" button on viewport toolbar (reset viewport scale and center) - sometimes im scaling viewport and cannot return to it's original size.

6. it seems that tooltips on viewport toolbar buttons is missed.
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