Poke through issues in Octane renders?
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- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Sat Sep 06, 2014 11:44 pm, edited 4 times in total.
there is currently a bug with the "use base mesh" settings in the common tab, most probably causing this.
it could be mixed up so even different objects in a scene might initially use a different state (on/off).
imo you should get everything in order if you set it to the desired state, and then click "reload" in the viewport. hopefully the poke through is also gone after that. subsequent updates of mesh resolution or smoothing should update correctly.
in general:
the plugin takes whatever geometry ds sends. this includes subdivisions and smoothing.
why using base meshes for octane rendering?
geometry needs to be read from ds, triangle after triangle, sent to octane, and octane needs to voxelize the data in order to render it. this needs to be done for every single change. i.e. change a single morph value from 0.1 to 0.2 and this update needs to take place.
using base meshes will shorten this time consuming process, as already the default settings of a genesis (1 times subdivided) will need 4x the time than building the base mesh only.
the idea is, as long as you are tweaking a scene, you will most probably want fast updates, and ticking this setting saves you time to go through all figures and set mesh resolution to base (and back). having everything in place, ready for a final render, you'll usually untick it, wait a little longer for mesh building just once, but get perfect, um, shapes...
it could be mixed up so even different objects in a scene might initially use a different state (on/off).
imo you should get everything in order if you set it to the desired state, and then click "reload" in the viewport. hopefully the poke through is also gone after that. subsequent updates of mesh resolution or smoothing should update correctly.
in general:
the plugin takes whatever geometry ds sends. this includes subdivisions and smoothing.
why using base meshes for octane rendering?
geometry needs to be read from ds, triangle after triangle, sent to octane, and octane needs to voxelize the data in order to render it. this needs to be done for every single change. i.e. change a single morph value from 0.1 to 0.2 and this update needs to take place.
using base meshes will shorten this time consuming process, as already the default settings of a genesis (1 times subdivided) will need 4x the time than building the base mesh only.
the idea is, as long as you are tweaking a scene, you will most probably want fast updates, and ticking this setting saves you time to go through all figures and set mesh resolution to base (and back). having everything in place, ready for a final render, you'll usually untick it, wait a little longer for mesh building just once, but get perfect, um, shapes...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Sat Sep 06, 2014 11:43 pm, edited 2 times in total.
no prob - hope you'll get along with this, at least for the time being. i will work on fixing this and a few other bugs over the easter weekend...linvanchene wrote:Thank you t_3 that makes sense now!
I saw your answer only after I posted my reply to Isotemod
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
yep (short time i mean). it appears to work like schrödingers cat driven by murphy's law...SimonJM wrote:Interesting - turning off did not work, but turning it back on did. A useful and handy workaround, hopefully just for the short-term
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
i still feel pretty comfortable with the overall situationericg wrote:T_3
I was definately giving you a hard time, but man was it worth the wait. Great job! I will be posting some renders soon.
E



ps: but i also definitely need some sleep now, so you still have a few hours to bake the s/pix.
pps: just created a new sticky topic to show off first success...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Sometimes you find a few clicks on the reload tab clears it up, if the daz smoothing process is completed.
Win 11 64GB | NVIDIA RTX3060 12GB