OctaneRender™ Standalone 2.12.1

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grimm
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Thanks Roeland,

Yes that one is set to "global". I tried changing the mesh mode to "movable proxy" and it still doesn't work. Now the light is consistent but it's still about 1/10th the power it should be. Maybe the scale is getting changed somehow?

Jason
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roeland
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If the light source has a transform with a scale factor, then the emitted power will change proportional to the area of the light source (square of the scale factor). You can check if your scene is still affected by this bug, if it is, then the back side of the light source will appear to be emitting some light.

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Roeland
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grimm
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No, no transform node on the emitter, it's just a very simple straight forward scene. I hid the spotlight and left the emitter and it didn't change size or dim. Also the back side stayed dark. I have been rendering this scene for about 3 hours now to see if I can figure out what went wrong. I can't reproduce it although it's happened a couple of times now. My only conclusion is that Blender is doing something weird and the same weirdness was saved into the Alembic file. :?
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itsallgoode9
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grimm wrote:Thanks Roeland,

Yes that one is set to "global". I tried changing the mesh mode to "movable proxy" and it still doesn't work. Now the light is consistent but it's still about 1/10th the power it should be. Maybe the scale is getting changed somehow?

Jason
One of the devs mentioned this to me a in another thread last week or so. Said the movable proxy has a lighting bug, like you mentioned.
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FrankPooleFloating
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Apparently, Arnold lets you punch a hole anywhere you damn well please...

https://support.solidangle.com/display/AFMUG/Matte

Unfortunately, they do not have a LW plug... :cry: See, this is what it has come to: A hard-core-two-year-Octane-devotee is now wishing for a competing engine with LW plug to come along that can deliver this mother-effing request that has fallen on deaf ears for two years now. No, there are not hundreds of guys here clamoring for this ability, but I am certainly not alone - and maybe more would use this if it were available.
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BorisGoreta
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Frank, they are just trolling us, they could do this blindfolded.
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FrankPooleFloating
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I wish I could laugh at that - but I am almost afraid it could be the case... I have told myself numerous times that there must be some damn good reason for this failure to add such a simple and basic feature... maybe some GPU coding limitation?... But then I see Arnold and almost sob... Can't be!.. Octane wannabe has an alpha slider in matte!....

Edit: Early on, I was probably the loudest squeaky wheel where Invisible to Camera was concerned, and spent a lot of time and effort rallying the troops for that battle... When I say two years asking for masking, that is probably not accurate, since I was so focused on visibility options from the start - and might have been accidentally lumping masking with that... but regardless, we have been asking for this for quite some time.
Last edited by FrankPooleFloating on Tue Nov 04, 2014 3:28 am, edited 2 times in total.
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abstrax
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FrankPooleFloating wrote:I wish I could laugh at that - but I am almost afraid it could be the case... I have told myself numerous times that there must be some damn good reason for this failure to add such a simple and basic feature... maybe some GPU coding limitation?... But then I see Arnold and almost sob... Can't be!.. Octane wannabe has an alpha slider in matte!....
???

What can you do with it what you can't do with the planned layer system?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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FrankPooleFloating
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Sorry Marcus... what planned layer system? Did I miss some announcement that included full masking/zero alpha?
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abstrax
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FrankPooleFloating wrote:Sorry Marcus... what planned layer system? Did I miss some announcement that included full masking/zero alpha?
http://render.otoy.com/forum/viewtopic. ... 00#p207200
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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