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

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
User avatar
abstrax
OctaneRender Team
Posts: 5509
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

SamCameron wrote:Please don't forget the clip textures feature? I requested this feature in almost every release, and I'm not the only one.
Yes, we will not forget it. We just want to do it right, which takes a bit longer.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
Posts: 5509
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

iljubicic wrote:I dont understand. Which one is watt?
Power is approximately in Watt.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
PeterCGS
Licensed Customer
Posts: 437
Joined: Tue Apr 13, 2010 2:36 pm

Wouldnt it be better to use lumen instead? You've gone from Lux to watt instead of Lux to lumen which is in this case the corresponding SI unit. Watt is more or less unrelevant in this "LED" fixture days ;)
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
User avatar
necko77
Posts: 323
Joined: Thu Jan 21, 2010 11:27 am
Location: Bosnia&Hercegovina

The luminous efficacy of a light source is defined as the ratio of the total luminous flux (in lumens) to the total power input (in watts).



from The IESNA lighning handbook
ArchiCad, Blender, Moi3d
GTX 580 3GB
Win 7, 64 Bit
ura
Licensed Customer
Posts: 43
Joined: Tue Mar 22, 2011 4:54 am
Location: Russia
Contact:

the smaller the size of the light, the longer it has to wait an adequate caustic.
with a very small lamp, which gives a clear shadow, instead of the caustic is only a little white dots, no matter how much time was not going to render.
Image
gtx 470
ello
Licensed Customer
Posts: 148
Joined: Tue Mar 08, 2011 3:16 pm

hi there,
what about this issue regarding the expanding of all nodes (e.g. http://www.refractivesoftware.com/forum ... 397#p49397) ??


cheers,
ello
win7,i5 760 6gb,gf 460 1gb
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
User avatar
dave62
Licensed Customer
Posts: 310
Joined: Tue Oct 05, 2010 6:00 pm

wouldnt it be great to add some bugtracker where all licensed customers can post bugs. ->the customer could see the status of the bugfixing or if any workaround is know to avoid this problems.
additionally some feature request thing like blenderstorm.org would keep the forum better sorted.

cheers dave
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
ello
Licensed Customer
Posts: 148
Joined: Tue Mar 08, 2011 3:16 pm

hi, i think there is something wrong between the actual light that an object emits and the brightness of the surface. look at the image attached. the ceiling lights emit quite much (efficiency set to 1) and power near the max.. but the mesh itself is too dark

any idea?

cheers,
ello
Attachments
lightissue.png
win7,i5 760 6gb,gf 460 1gb
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
User avatar
8Eggar8
Licensed Customer
Posts: 102
Joined: Fri May 28, 2010 6:42 pm

I have seen this too, but if you fiddle with the float image scale you will see the bright stripe of the image (or .ies) come into place, just like it would if it were a texture bitmap being scaled onto the surface
MSI NF980-G65 AM3 NVIDIA nForce 980a AMD Motherboard - AMD Athlon II X4 620 (Overclocked to 3.2ghz)
(2)GTX460's, (1)BFG gtx260, OCZ 60GB SSD, KINGWIN 1000W Power, HAF 932 Full Tower, XP64
Octane V1 - 2.46 - CUDA 4.11 - OBJ's from Rhino4
User avatar
abstrax
OctaneRender Team
Posts: 5509
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

ello wrote:hi, i think there is something wrong between the actual light that an object emits and the brightness of the surface. look at the image attached. the ceiling lights emit quite much (efficiency set to 1) and power near the max.. but the mesh itself is too dark

any idea?

cheers,
ello
Are you using a distribution texture? If you do, the brightness of the emitter is dependent on the viewing angle.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Post Reply

Return to “Development Build Releases”