OctaneRender™ Standalone 2.03

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gordonrobb
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These look good.

Can I ask a question of the OTOY team. Looking at the sofas in the previous thread, and assuming that the displacement is the material, rather than any deformations in the sofa, surely you are not recommending that displacement is the replacement for bump. With things like this, surely bump would be better and quicker.

Are you doing anything about fixing the shadow problem with bumps. Personally, I want to use displacements and I want to use bump, and I want even might want to use both at the same time. The workflow for most applications from Zbrush is to have a displacement map to deform the major deformations and get the silhouette right, and then use either bump or normal to get the fine details (pores/lines). Please tell me I'm going to be able to do this with Octane eventually, without the shadow problem .
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ROUBAL
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I have spent some hours taking photos in various areas to create environments/backgrounds to composite my cars, and back to the computer, I have some difficulties I hadn't with 1.5 : When using an image on the sky texture pin of the Environment node, The matte material catches shadow everywhere, darkening the scene and sometimes more than a bit. As the ground plane with Matte material can't be infinite, there is sometimes a visible border where it stops. I have to erase the shadow by hand on all my renders.

:?: It seems that the Texture environment is casting shadows. Is it right ? And is it the expected behaviour ?

Thanks in advance.
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.
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Karba
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aufwind wrote:For me it's the opposite way.
Displacement in the following scene is 30% slower than in Version 2.02!

Both Images are rendered with the same settings.
Mesh Import via Obj-Format. The Scene has about 800k Tris.
Displacement is used with the Sofa which has most of the Poly-Count.
Scene is lit by Octane Sun. Direct lighting Kernel. Windows 7. 2x Titan.

I had to lower the Ray-Epsilon Value to 0.001 to get rid of black artifacts
on the sofa, which results in something like a translucency effect on the part that
is hit directly by the sun light. This effect is in Version 2.03 much more subtle now.

First One rendered with 2.03.
General appearance of Displacement looks quite different compared to 2.02.
2.03.jpg
Personally I do like the look of Displacement in Version 2.02 more (besides the glowing thing).
2.02.jpg
Could you send us the scene?
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gordonrobb
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Do you have any emission surfaces? For lights or anything. That messes up matte material making strange shadows on it.
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ROUBAL
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Do you have any emission surfaces? For lights or anything. That messes up matte material making strange shadows on it.
I assume that the question is for me.

Yes, I have a very little and weak source of light inside my car on the dashboard ! I haven't thought to check it , as it is in a closed volume ! I remember now that I read something about a similar situation some time ago !

Thank you very much, I will Check this asap !

EDIT : Fixed ! You were right. I have put the Distribution at Zero on the tiny and weak lamp of the dashboard (Original settings : Power 0.5, Efficiency 0.005, Distribution 0.05) and the shadow disappeared immediately from the ground plane with Matte material. Very small cause and huge effect ! That's weird ! :roll: It is like we could darken the world by lighting a candle !

In the real world, darkness/shadow is simply a lack of light. But for the Shadow Catcher material (Matte), lamps seem to cast negative light when they are blocked by an obstacle.
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.
manalokos
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Î've found a problem, using displacement together with fog causes GPU's to crash
gordonrobb
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ROUBAL wrote:
Do you have any emission surfaces? For lights or anything. That messes up matte material making strange shadows on it.
I assume that the question is for me.

Yes, I have a very little and weak source of light inside my car on the dashboard ! I haven't thought to check it , as it is in a closed volume ! I remember now that I read something about a similar situation some time ago !

Thank you very much, I will Check this asap !

EDIT : Fixed ! You were right. I have put the Distribution at Zero on the tiny and weak lamp of the dashboard (Original settings : Power 0.5, Efficiency 0.005, Distribution 0.05) and the shadow disappeared immediately from the ground plane with Matte material. Very small cause and huge effect ! That's weird ! :roll: It is like we could darken the world by lighting a candle !

In the real world, darkness/shadow is simply a lack of light. But for the Shadow Catcher material (Matte), lamps seem to cast negative light when they are blocked by an obstacle.
Yes this is an old one. It's a bug though, as you say, tiny light massive dark shadow. And it's not even a realistic shadow, as the light can be fully enclosed.
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Zay
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When using network rendering and navigating in 2x2 or 4x4 subsampling, sometimes after a few seconds the samples stop updating in the viewport. But the graphics cards are still running on full power. It happens often on heavy scenes.
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enricocerica
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Zay wrote:When using network rendering and navigating in 2x2 or 4x4 subsampling, sometimes after a few seconds the samples stop updating in the viewport. But the graphics cards are still running on full power. It happens often on heavy scenes.
I just prepared to post the same issue, so I'm glad I'm not the only one observing this, but I'm not using the network rendering. I just have to move the camera or change something and in many cases it starts rendering with the expected behavior, strange ...
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Zay
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enricocerica wrote:I just prepared to post the same issue, so I'm glad I'm not the only one observing this, but I'm not using the network rendering. I just have to move the camera or change something and in many cases it starts rendering with the expected behavior, strange ...
Yep, I also noticed the render stops adding samples sometimes - without network rendering. But moving the camera a little or change something that will restart the render can get it going again. But when I enable network rendering it will get a lot worse unless I go back to 0x0 sub-sampling. Weird.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
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