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

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roeland
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The power and efficiency inputs have the same meaning as the power and texture inputs (for texture emitters) in beta2.44: power is a float value that can be set to a very wide range, and efficiency is a texture with values between 0 and 1. The power output of the light source is proportional to the product of those 2.

The amount of light coming from an emitter used to be proportional to the surface area of the emitter. This dependency is now removed; you now specify the total light output of the emitter. If you open a scene made with beta2.44 in beta2.45, emitters with a small surface area (like the LED in the turntable scene) will become much brighter compared to larger emitters. To get the same illumination as in beta2.44 you will have to adjust the power setting of the light sources. After these adjustments the amount of fireflies should be about the same.
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abstrax
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tehfailsafe wrote:Can we get a quick more detailed rundown of how emissions have been changed? I'm definitely getting more fireflies in my scenes where I previously balanced the lights in 2.44.

I can't figure out what to fix to help get rid of the fireflies? power? distribution? efficiency? And how do these relate to each other? IE when I raise efficiency and drop power I get an almost identical lighting to when I set power high and efficiency low... Is that intended?
Yes that's intended. In general terms:

Power is the total light energy (in Watt) that is emitted from the full surface this material is assigned to, when the efficiency is 1.

Efficiency is a factor that describes the percentage of light actually produced. For example light bulbs usually have an efficiency of 1.5-2.5%, i.e. 0.015-0.025. You can see that this is a texture pin, i.e. you can assign a texture to it, which allows you to modulate the brightness over the surface.

-> Your observation is correct, that it doesn't matter if you double the power or the efficiency. You will get the same brightness. The only difference is that the efficiency is limited to 1, because it's a texture input.

Distribution is another filter on top of the previous mentioned parameters and describes how much light is emitted in a specific direction, which is not dependent on the surface but only of the direction (like up or down).

Regarding the fireflies: Please try to get the same lighting as you did before. You do that by changing the power of the lights. You usually have to increase the power for emitters with large surface and decrease the power for emitters with small surface areas. When you have that, compare the rendering behaviour to beta 2.44. If it's still more noisy or produces more fireflies, we have likely introduced a problem, we have to fix.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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m.arc.in
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Small problem in 2.45 on Windows 7 64b - ther's no nodes names at node editor...
win7 64/core i7 920/32GB RAM/3x GTX 580 3GB 4x GTX 970 4GB/blender 2.79/Rhino 5,0/octane 3
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
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face
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Maybe an info how to create IES lights?
The first time i used they, it works. But now i can´t get it and i don´t know what i´ve changed...
Every time i use an other IES-Profile, the only change is in the luminescence.

Must the emitter be a plane, cube or a sphere?
Must the emitter have UV´s, because we load it as an floatimage?

thx
face
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ttaberna
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Thanx for the ibfo Marcus!
Looking forward for final 2.45 beta release date!
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adrencg
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If you find that the tooltip thing is a quick fix, will you repost another build, or do we have to wait through another development cycle? Just curious.
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abstrax
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adrencg wrote:If you find that the tooltip thing is a quick fix, will you repost another build, or do we have to wait through another development cycle? Just curious.
Yes, it's planned to release a beta 2.46 (or 2.45b, don't know yet) on Monday with small fixes (+ 1 crash bug, we found) and hopefully also including a fix for the tooltip issue (which isn't fixed yet). It will be a release candidate again and if we haven't broken anything serious compared to beta 2.44, we will then make it the official beta 2.46 (/2.45b) release in the commercial download forum and release the new demo based on that code base.

I'm currently building the Linux versions for beta 2.45 and will upload them later today.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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grimm
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abstrax wrote: I'm currently building the Linux versions for beta 2.45 and will upload them later today.

Cheers,
Marcus
Yay! Go Marcus! :D
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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roeland
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face wrote:Maybe an info how to create IES lights?
Must the emitter be a plane, cube or a sphere?
Must the emitter have UV´s, because we load it as an floatimage?
For an IES light UV coordinates are not necessary, as the texture is addressed according to the outgoing light direction. Make sure you assign the IES texture to the distribution input and not to the efficiency input.

Regarding the shapes: a sphere will yield the most accurate emission pattern. A plane is OK if the emission pattern is not too wide, because we don't compensate for the cosine falloff of flat emitters.
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abstrax
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Ok, the Linux build is up.

Happy rendering,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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