– Importance sampled texture environment for all textures The problem was that in that case the direct light sampling was done non-uniformly, too, resulting in artifacts in some corner. Until now, non-uniformly scaled emitters were rendered incorrectly. – Improved rendering of non-uniformly scaled emitters But there are cases when transparent emitters should not emit light, for example if you would like to modulate an emitter surface using opacity. This is useful if you want to control the light in your scene without your emitters being directly visible.
![octane render 3.0 octane render 3.0](https://4.bp.blogspot.com/-wIFLx9D1BT8/V7EolRwF4iI/AAAAAAABjLs/ITcSTh72vw02A2knM2NsK5NZz4T5fvGfACLcB/s1600/Download%2BOctane%2Bfor%2BHoudini%2Bvolume%2Bshader.jpg)
they behaved as if "Transparent emission" is enabled. Until now, transparent emitters were always taken fully into account even if they were transparent, i.e. We added a new option "Transparent emission" to the emission nodes to allow the user to choose whether the emission power should be scaled with opacity or not. The emitter on the left of the example below has the option "Double-sided" enabled. We also added an option to make emitters double-sided. If the option is disabled no shadow rays are traced during the direct light calculation causing objects to lose their shadows. And last but not least we added an option "Cast shadows" to the emission nodes.
![octane render 3.0 octane render 3.0](https://home.otoy.com/wp-content/uploads/2018/11/OB3_4Text.png)
We also added the option "Visible on specular" to emitter nodes which is kind of complementary controls the visibility of emitters on specular surfaces. We re-labelled the emitter option "Cast illumination" to "Visible on diffuse", because that’s what it does. – New emitter options "Visible on diffuse", "Visible on specular", "Cast shadows" This way you wouldn’t have to explicitly create placement or scatter nodes to be able to move meshes around. Since OctaneRender is not a 3D modeling software, this will not modify any mesh geometry, but we may add an additional transformation pin to mesh and volume nodes in the future. We added the possibility to modify placement and scatter nodes using handles for rotation, scaling and translation in the viewport. – Object controls for the OctaneRender viewport Create works in a fraction of the time of traditional methods. has released an updated Octane Render 3, the fastest GPU-based, unbiased renderer.