strange light material issue

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
ello
Licensed Customer
Posts: 148
Joined: Tue Mar 08, 2011 3:16 pm

hi there,

i just found a strange behaviour, i had one mesh which had a light emitting material applied and it was very bright. now i added another mesh which got the same material applied and suddenly the first mesh emitts less light. somehow like the same mass of light is distributed and the sinlge parts have less power

do i need to post images?? is this known

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
ROUBAL
Licensed Customer
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
Contact:

It is normal for what I know, and can be fixed by switching the distribution mode. I am not on my workstation, and I have not Octane on this machine, so I can't tell you exactly how to do, but for what I remember I'm almost sure that you can switch to a mode allowing the light to be not dependent of the emitting surface.

I can't remember if it is a button or the distribution cursor...
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.
User avatar
Refracty
Licensed Customer
Posts: 1599
Joined: Wed Dec 01, 2010 6:42 pm
Location: 3D-Visualisierung Köln
Contact:

You can calculate because it is always the same Watts distributed.

Lets say you have one Sphere with 100 Watts, then you add a second with the same Material so you have to increase it two 200 Watts because each one has 100 Watts.
User avatar
kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

that's because you have normalize turn on on both emitters, with normalize (If I'd understood it correctly) the power of all lights gets "equalized" in a way. So if what you want it's to get a more "real" additive result turn off normalize, set up the first light and then the second one and so on.
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

Until beta 2.45 the light intensity was independent of the size of the emitter. In beta 2.46 this changed, you now specify the total power emitted by all objects that have a certain material assigned. There is currently no way to switch this behavior back. So if you add more light bulbs with the same material you need to increase the power accordingly, but if you change the size of the light bulb you don't need to change anything.

The "distribution" pin is used to vary the intensity of the light source dependent on the direction of the emission, and allows you for example to make a spotlight. "normalize" (for blackbody emitters) is used to keep the luminance of the emitted light from a blackbody constant if the temperature varies, instead of making it brighter if the temperature increases.

--
Roeland
User avatar
kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

nice and clear, thanks
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
ello
Licensed Customer
Posts: 148
Joined: Tue Mar 08, 2011 3:16 pm

thanks for the input
win7,i5 760 6gb,gf 460 1gb
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
Post Reply

Return to “Development Build Releases”