Search found 630 matches
- Sun Jul 17, 2022 11:08 am
- Forum: DAZ Studio
- Topic: OctaneRender for DAZ Studio 2021.1.5 - 69 [OBSOLETE]
- Replies: 11
- Views: 6107
Re: OctaneRender for DAZ Studio 2021.1.5 - 69 [Test]
I have to admit that I don't really know what the Smart Unfold feature is supposed to do or be used for. Would you be able to briefly describe how you would like to use it in your workflow? I will definitely add this to my list and try to figure out what it's supposed to do and why it was removed ...
- Mon Dec 23, 2019 7:58 pm
- Forum: DAZ Studio
- Topic: OctaneRender 2020 for DAZ Studio [TEST and STABLE][OBSOLETE]
- Replies: 282
- Views: 252013
Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]
I'm getting the same issues TRRazor with regards to opacity and hair caps with RTX on.
I'm also seeing seams between UDIM tiles, however I'm seeing it with both the new random walk and "normal/legacy" scattering nodes, my skin material that's worked fine in Octane 4 and 2019.1 now has seams unless ...
I'm also seeing seams between UDIM tiles, however I'm seeing it with both the new random walk and "normal/legacy" scattering nodes, my skin material that's worked fine in Octane 4 and 2019.1 now has seams unless ...
- Mon Dec 23, 2019 4:46 pm
- Forum: Commercial Product News & Releases (Download here)
- Topic: Geometry with Opacity 0 casting shadow on SSS - Resolved
- Replies: 7
- Views: 3358
Re: Geometry with Opacity 0 casting shadow on SSS
It seems that the issue can be isolated within the Universal and MIx Materials. I'm unable to reproduce it with Diffuse, Glossy, Specular materials and so on...still investigating
- Mon Dec 23, 2019 11:34 am
- Forum: Development Build Releases
- Topic: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
- Replies: 270
- Views: 317294
Re: OctaneRender™ 2020.1 XB1
Hi,
thanks for getting back with me so quickly.
That absolutely did it. I'm usually using coherence values around 0.35, since that was significantly speeding up render speeds before RTX acceleration came around.
I just set it to 0 and wasn't able to reproduce the problem. Same result with my ...
- Mon Dec 23, 2019 11:28 am
- Forum: Commercial Product News & Releases (Download here)
- Topic: Geometry with Opacity 0 casting shadow on SSS - Resolved
- Replies: 7
- Views: 3358
Re: Geometry with Opacity 0 casting shadow on SSS
I've had a similar issue and was advised to check my Coherent ratio settings in OctaneRender's settings tab.
Apparently, when using higher coherent ratio values, it takes a lot of samples to clear those opacity transparencies. In my example scene, it worked, but I'm having the same problem in ...
Apparently, when using higher coherent ratio values, it takes a lot of samples to clear those opacity transparencies. In my example scene, it worked, but I'm having the same problem in ...
- Thu Dec 19, 2019 7:52 am
- Forum: Development Build Releases
- Topic: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
- Replies: 270
- Views: 317294
Re: OctaneRender™ 2020.1 XB1
I'm just doing some tests and noticed volumes are rendering wrong in 2020.
volume_wrong_in_2020.png
I have made a fix for this and it will be in XB2.
Hi, wallace,
yes, sure.
Please check the scene attached. You'll find an orb surrounded by a torus. Although the torus' opacity is set to the ...
volume_wrong_in_2020.png
I have made a fix for this and it will be in XB2.
Hi, wallace,
yes, sure.
Please check the scene attached. You'll find an orb surrounded by a torus. Although the torus' opacity is set to the ...
- Wed Dec 18, 2019 7:12 pm
- Forum: Development Build Releases
- Topic: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
- Replies: 270
- Views: 317294
Re: OctaneRender™ 2020.1 XB1
There seems to be a problem with alpha-mapped objects casting shadows onto random walk sss-enabled geometry.
The shadow in this scene shouldn't be visible, since that part of the alpha map (read: the haircap) is transparent. Yet, it is casting a shadow.
Hi TRRazor,
Do you have a scene you can ...
The shadow in this scene shouldn't be visible, since that part of the alpha map (read: the haircap) is transparent. Yet, it is casting a shadow.
Hi TRRazor,
Do you have a scene you can ...
- Mon Dec 16, 2019 3:03 pm
- Forum: Development Build Releases
- Topic: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
- Replies: 270
- Views: 317294
Re: OctaneRender™ 2020.1 XB1
I always thought, that Poser did this fantastically in it's native host application.
- Sat Dec 14, 2019 10:01 am
- Forum: DAZ Studio
- Topic: OctaneRender 2020 for DAZ Studio [TEST and STABLE][OBSOLETE]
- Replies: 282
- Views: 252013
Re: OctaneRender 2020 for DAZ Studio [TEST and STABLE]
Another thing, which urgently needs to be added to OCDS is the Layer Material / Layer Group pin.
Working with this new Random Walk SSS is only viable, if one also has the opportunity to layer it with other layer nodes, in order to accurately simulate human skin.
This has been a feature since ...
Working with this new Random Walk SSS is only viable, if one also has the opportunity to layer it with other layer nodes, in order to accurately simulate human skin.
This has been a feature since ...
- Sat Dec 14, 2019 8:17 am
- Forum: Development Build Releases
- Topic: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
- Replies: 270
- Views: 317294
Re: OctaneRender™ 2020.1 XB1
There seems to be a problem with alpha-mapped objects casting shadows onto random walk sss-enabled geometry.
The shadow in this scene shouldn't be visible, since that part of the alpha map (read: the haircap) is transparent. Yet, it is casting a shadow.
The shadow in this scene shouldn't be visible, since that part of the alpha map (read: the haircap) is transparent. Yet, it is casting a shadow.