boxfx wrote:Well then that brings up another question, why do I need far less light to make the green object work compared to the red and blue? If I make the green emission 35 like the other two then it is significantly brighter.
This is what I get if I make the emitter powers equal, make the texture gradient colors equally saturated, disable saturate to white and decrease the exposure so there's no clipping:
In that image the brightest red, green and blue parts are all close to 255. The green appears brighter simply because (0, 1, 0) is a much brighter color than (1, 0, 0) or (0, 0, 1) - sRGB green is about 3.4 times as bright as sRGB red, and about 9.9 times as bright as sRGB blue. So it was not wrong for the power to be lower on the green emitter; it's just that 2.0 was too low. 3.5 will make about the same overall brightness as the blue, but this looks a little too dark to me (even after confirming the pixel values in the final image are as expected) - perhaps my monitor isn't properly calibrated, perhaps I have become accustomed to sRGB primaries so much that my brain artificially inflates the brightness of the blue... basically, you will need some tweaking to find whatever looks best.
The saturation of the texture gradient colors is significant because in the scene the left and right objects are a red/blue light source illuminating a red/blue object, but the center object is an almost white light source illuminating a green object, so will be brighter (and less saturated) than if it had been green illuminating green.
The final important thing is that Octane does all of its rendering spectrally, so input RGB values are converted to spectral power distributions for rendering. sRGB red and sRGB blue are more saturated than sRGB green in the sense that their spectral peak is narrower, and so are more susceptible to being darkened when bouncing around in a scene. To alleviate this you may decrease the saturation of reds and blues and/or increase the saturation of greens (in linear sRGB this means negative red/blue components).
Basically, Octane excels at simulating real-world lighting and colors. It works best for physically plausible scenes with realistic colors. The only sense in which a green like (0, 1, 0) lines up with a blue like (0, 0, 1) is in the numerical sense when you write them down like that - the real world (which Octane is trying to mimic) is a lot more complicated.