OctaneRender™ Standalone 2.21.1

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oguzbir
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Abstrax Hi,

I'm a 3dsmax plugin user

I'm having a problem with the Sky texture in Daylight.
If you happen to add an HDRI image to sky texture it works great. Lighting from sun, sky from hdri...

U know some hdri's are too bright. Adjusting gamma or the power of the hdri images does the trick to lower hdri's brightness.

But if you happen to lower power value. The enviroment (that is reflected) turn to black.
It would be more meaningful if there was a blending between Daylight sky and HDR(Sky Texture) not to black.

Additionally a checkbox to enable or disable that Sky texture would be great to help us instead of deleting and re-adding the sky texture. to see and decide whether or not we'll be using it.

I sort of report this as a bug IMO.
best,
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linvanchene
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obsolete post edited and removed by user
Last edited by linvanchene on Mon May 11, 2015 6:32 am, edited 1 time in total.
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stratified
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linvanchene wrote:Maybe I am having three different challenges here. At least two seem somehow related.

Question 1:
abstrax wrote: [*] Added new import option to the mesh node, which allows you to create object layer pins directly on the node, without having to use an additional object layer map node.
Can someone provide more information or a screenshot?

WHERE exactly can I find that import option and HOW can I create object layer pins directly on the mesh node?

- - -
- - -

Question 2:

I noticed when I export an .ocs scene from a plugin then there is only a pink object layer map node.

But the pink object layer map node has allready all options like shadow, camera and general visibility.

Nevertheless when I want to create a scene from scratch in OctaneRender standalone I still have to add a grey "Object Layer" node to the pink Object Layer map node.
The attachment How can the Object Layer Map node be used without an Object Layer node.jpg is no longer available
Without the Object Layer node the Object Layer map node does not show shadow, camera and general visibility.

- - -

How can I make the shadow, camera and general visibility options appear on an a pink Object Layer map node WITHOUT adding a grey Object Layer node?

Or is that something that can only happen automatically when exporting .ocs scene files from plugins?

- - -

Question 3:

WHY is there a need for a different pink Object Layer Map and a gray Object Layer node anyway?

Just to be clear I am not suggesting to change that again now.

I am more interested about understanding the underlying logic behind this.

There may be some rules about node types that I did not yet realize.


- - -
Hi,

You can configure object layer pins via the import settings. Click on the wrench icon of the mesh node in the node inspector and then select the desired option in the Object layers combo box. This will create new pins on your mesh node (A necessary condition is that the obj files is exported with groups. If not, Octane can't separate distinct objects). Like this:
Configuring object layer pins directly on the mesh node.
Configuring object layer pins directly on the mesh node.
I don't think I understand your second question, but I'll try to answer anyway. I guess you are confused by nodes and nodes in a pin. There's absolutely no difference between them. You create external node via the right-click popup menu in the graph editor and you can create nodes in pins via the node inspector. How the plugin creates the node configuration is up to the plugin developer. We notice that more users are working with a hybrid approach these day where they use plugins to set up a project but tweak it later in the standalone so plugin devs are taking more care of setting up nice node setups.
Internal vs external nodes.
Internal vs external nodes.
Nothing special about the object layer map. It's only a way couple a mesh with it's object configuration.

Hope this helps.

cheers,
Thomas
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linvanchene
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Thank you so much, two more things learned about Standalone today.
stratified wrote: Hi,

You can configure object layer pins via the import settings. Click on the wrench icon of the mesh node in the node inspector and then select the desired option in the Object layers combo box. This will create new pins on your mesh node (A necessary condition is that the obj files is exported with groups. If not, Octane can't separate distinct objects).
I may have clicked on the wrench icon in the past but did not remember to see that option there.


stratified wrote:
I guess you are confused by nodes and nodes in a pin. There's absolutely no difference between them. You create external node via the right-click popup menu in the graph editor and you can create nodes in pins via the node inspector.
Spot on! Whenever I saw grayed out "No node" I would have right clicked in the NGE window in the past and looked for the proper matching node and then connected it.

For some reason up to this day I did not consciously think to click on the "No node" pull down menu.

Update/Edit:

The reason may be that I interpreted the grayed out "No node" message as "you cannot interact with this option in the current state" because in some other software I use grayed out options behave this way.

- - -

Glad that I know now alternate ways to do this.

Thank you once again!
Last edited by linvanchene on Mon Mar 16, 2015 8:03 pm, edited 2 times in total.
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Elvissuperstar007
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projection does not work in the bump and displacement
Standalone 2.21.1
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abstrax
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Elvissuperstar007 wrote:projection does not work in the bump and displacement
Standalone 2.21.1
Displacement mapping supports only UV projection. Bump mapping supports all projections. Could you send us / post the scene with the incorrect projection of the bump map? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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coilbook wrote:here is my example what happens if objects moves a bit faster creating more motion blur render time doubled. Truck was cropped in the second picture but both frames have same size truck and environment
If you can send us a scene that was fast in a previous version, but is slow in 2.21.1 we can have a look at what the issue is, but in general, motion blur is not for free. Only camera motion blur is (almost) for free.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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gardeler wrote: Hi Marcus
Thank you for looking into the issue. Yes there seems to be something funky going on. I used "crate" in maya to get the alembics out. I always use crate as autodesk's alembic solution does not support shader assignments. (as far as I know)

Let me know if you need me to do any other test's or alembic outputs for you.

Thanks

Martin
Ok, the issue in your scene is, that the movement of the glasses in your scene is exported as vertex motion instead (i.e. the vertex positions are animated) instead of object motion (i.e. the object transformation is animated). Since the motion is very large compared to the size of the tiny triangles, the geometry calculation and ray tracing get very slow.

-> Have a look if you can export the animation of the glasses as object motion instead. That's how it should be exported, because the glasses are a rigid object. Unfortunately I don't know Crate, so I'm of no help here.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gardeler
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abstrax wrote:
gardeler wrote: Hi Marcus
Thank you for looking into the issue. Yes there seems to be something funky going on. I used "crate" in maya to get the alembics out. I always use crate as autodesk's alembic solution does not support shader assignments. (as far as I know)

Let me know if you need me to do any other test's or alembic outputs for you.

Thanks

Martin
Ok, the issue in your scene is, that the movement of the glasses in your scene is exported as vertex motion instead (i.e. the vertex positions are animated) instead of object motion (i.e. the object transformation is animated). Since the motion is very large compared to the size of the tiny triangles, the geometry calculation and ray tracing get very slow.

-> Have a look if you can export the animation of the glasses as object motion instead. That's how it should be exported, because the glasses are a rigid object. Unfortunately I don't know Crate, so I'm of no help here.
Hmm.. Interesting. for this project, transform animation should be enough, and it is strange that it has been exported as vertex anim, and not just translate. I will test and see if I can get it out as translate only somehow.
AlexMakhov
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abstrax wrote:
smicha wrote:Another question: if I have e.g., 5GB of obj files and 4GB of textures and let's say a titan can allocate up to 6GB - will octane load 5GB of objs and 1GB of textures to vram and excessive 3GB of textures to RAM?
In principle yes, but the maximum amount of geometry memory you can use is currently limited to ~19 million triangles, which will use about 3GB of memory and a 5GB OBJ file will use a lot less memory than 5GB on the GPU.
When this bug (19 million limitation) will be fixed? I cant finish my current project :-(
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