The same with the Camera sliders. I think no one use it, because they are to unprecise.
They should be logarithmic and add the changed value to the current value.
Like a pitchwheel on a keyboard.
It would be nice to have it for all float values...
face
OctaneRender® 1.0 beta2.46b [OBSOLETE]
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Here's a thing I'm not sure its a bug or my wrong interpretation.
I'm trying to do a gradient with no falloff (hint for a feature
) by putting bordering color sliders very close. The result does not reflect the gradient. In the attached picture is the sample of the texture used to modulate the gradient colors, as following:
* quadrant 1 = 100% black, according to gradient should be black on the ball
* quadrant 2 = 66% black, should be red on the ball
* quadrant 3 = 33% black, should be blue on the ball
* quadrant 4 = 0% black, should be white on the ball
It's a little messy because I moved sliders here and there (didn't distribute them linearly as they were created) - but anyway, the result on the ball should visually reflect the distribution of the gradient, as per modulating texture. Scene attached below. EDIT:
Ah, I solved it - should have used gamma=1.0 for the modulating texture (good lesson
)
I'm trying to do a gradient with no falloff (hint for a feature

* quadrant 1 = 100% black, according to gradient should be black on the ball
* quadrant 2 = 66% black, should be red on the ball
* quadrant 3 = 33% black, should be blue on the ball
* quadrant 4 = 0% black, should be white on the ball
It's a little messy because I moved sliders here and there (didn't distribute them linearly as they were created) - but anyway, the result on the ball should visually reflect the distribution of the gradient, as per modulating texture. Scene attached below. EDIT:
Ah, I solved it - should have used gamma=1.0 for the modulating texture (good lesson

You do not have the required permissions to view the files attached to this post.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- doctorpangloss
- Posts: 38
- Joined: Wed Dec 15, 2010 7:56 am
"light power is now specified as total power"
Would it be possible to get the old functionality of light per unit area? I think there are good reasons for both ways, but it's not easy to compute the total power needed to make two meshes of different area emit the same amount of light per unit area. Maybe a checkbox?
Would it be possible to get the old functionality of light per unit area? I think there are good reasons for both ways, but it's not easy to compute the total power needed to make two meshes of different area emit the same amount of light per unit area. Maybe a checkbox?
You do not have the required permissions to view the files attached to this post.
Win7x64 | GTX 580 | Maya 2011
- Synthercat
- Posts: 284
- Joined: Mon Aug 30, 2010 11:12 am
- Location: Thessaloniki Greece
Gee I had no idea that changed! I second that... light is easier to work that way for me too
Linux Mint 19.3 | GTX-1080Ti | AMD FX-8320 (OCed 4.4GHz) | 16GB RAM
Yes, that should be possible. Roeland had this option implemented originally, but we took it out again, to reduce confusion. We can add it again, if there is enough demand. It would be an option per material and off by default.doctorpangloss wrote:"light power is now specified as total power"
Would it be possible to get the old functionality of light per unit area? I think there are good reasons for both ways, but it's not easy to compute the total power needed to make two meshes of different area emit the same amount of light per unit area. Maybe a checkbox?
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Hi, I have not yet had time to play with the recent releases, but I agree that the old way seems more logical for me.
So, +1 for a button allowing the choice of the method.
So, +1 for a button allowing the choice of the method.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.