OctaneRender™ Standalone 3.05.1

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Re: OctaneRender™ Standalone 3.05.1 [current 3.xx]

Postby PolderAnimation » Wed Dec 28, 2016 1:16 pm

PolderAnimation Wed Dec 28, 2016 1:16 pm
Hi Roeland,

thanks for the reply, but this is not the problem.

As I wrote ( or tried ), the 2 spheres use identical uv maps for the bump, only the left one uses uvSet2 instead of uvSet1, and a different uvSet resides in uvSet1 of the left sphere. Somehow octane uses this uvSet1 of the left sphere for some calculations although it should not.

I shall try to explain in morte depth:
I have 2 uvLayouts.
layout1:
uvLayout1.png

layout2:
uvLayout2.png


I have 3 spheres:
sphere left:
- uvSet1 has layout2
- uvSet2 has layout1
- bump file node uses uvSet2
sphere mid:
- uvSet1 has layout1
- uvSet2 has layout1
- bump file node uses uvSet2
sphere right:
- uvSet1 has layout2
- uvSet2 has layout2
- bump file node uses uvSet1

3balls.png


As you can see, the difference in bump size due to uv scaling is present in the right sphere, but this is not responsible for the artifacts in the left sphere as there is just one uvshell in uvSet2 which used for the bump.
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Re: OctaneRender™ Standalone 3.05.1 [current 3.xx]

Postby mojave » Wed Dec 28, 2016 6:37 pm

mojave Wed Dec 28, 2016 6:37 pm
I think I get it now too ;)

We'll look into it and fix it ASAP. I don't think this is blocking your progress in any way at the moment right?
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God Rays Set Up in 3.0

Postby p3taoctane » Wed Dec 28, 2016 10:14 pm

p3taoctane Wed Dec 28, 2016 10:14 pm
I am trying to achieve God rays and feel like I am soooo close I can smell it... but no rays.

I have a scattering node feeding the Texture environment medium that makes a nice soft spot.

When I add a Volume node and and medium place all the geometry and lights inside of it etc. it just makes it darker not ray like.

I have played with density of the Volume medium and Density of the scattering medium in the environment... no luck

Would someone be able to check out the attached scene and see if they can see what i am doing wrong.
My goal is to create a default spot light scene I can place mesh items in and have god rays scatter around and this was the first attempt at a simple set up.

Thanks for any input.

Peter

FogRays.zip


NoVolumeNode_PNG.png
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Re: God Rays Set Up in 3.0

Postby smicha » Thu Dec 29, 2016 8:45 am

smicha Thu Dec 29, 2016 8:45 am
p3taoctane wrote:I am trying to achieve God rays and feel like I am soooo close I can smell it... but no rays.

I have a scattering node feeding the Texture environment medium that makes a nice soft spot.

When I add a Volume node and and medium place all the geometry and lights inside of it etc. it just makes it darker not ray like.

I have played with density of the Volume medium and Density of the scattering medium in the environment... no luck

Would someone be able to check out the attached scene and see if they can see what i am doing wrong.
My goal is to create a default spot light scene I can place mesh items in and have god rays scatter around and this was the first attempt at a simple set up.

Thanks for any input.

Peter

FogRays.zip


NoVolumeNode_PNG.png


Can you upload zipped orbx?
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Re: OctaneRender™ Standalone 3.05.1

Postby p3taoctane » Thu Dec 29, 2016 3:24 pm

p3taoctane Thu Dec 29, 2016 3:24 pm
Thanks Smicha

Sure man here ya go.

Peter

FogRaytest_ORBX.orbx.zip
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Re: OctaneRender™ Standalone 3.05.1

Postby roeland » Fri Dec 30, 2016 12:38 am

roeland Fri Dec 30, 2016 12:38 am
God rays only occur in a few specific situations:

The usual case is when there is a strong emitter, but something is shadowing that emitter in most of your scene. There are a few gaps where the light from that emitter can enter your scene. The typical example of course is the sun shining through the clouds.

You can get the reverse effect with shadows, if an object is lit by an emitter. This will be more visible when the object is long, and viewed head-on, or when the camera is looking almost parallel to the light rays.

Your example scene will show a similar effect if you hide the ground plane and move the camera slightly backwards.

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Re: OctaneRender™ Standalone 3.05.1

Postby p3taoctane » Fri Dec 30, 2016 1:42 am

p3taoctane Fri Dec 30, 2016 1:42 am
You are on the money... exactly what you said Roeland.

The floor was creating such strong shadows it was hard to see them... moved it back a bit and works as expected.

AfterRoeland_PNG.png



There is a geometry volume medium in my scene ( I rebuilt this from a Cinema scene that had the Volume vdb in the scene. ) When I hook it in it looks worse.... what does the vdb do... is it essentially creating a "dusty" medium for the light to go through. I ask because I do not want to add it unless it helps and am wondering if it is a left over from 2.0 Version.

AfterRoeland_with_Medium_PNG.png



Thanks man.

Peter
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Re: OctaneRender™ Standalone 3.05.1

Postby Zay » Sat Dec 31, 2016 8:32 pm

Zay Sat Dec 31, 2016 8:32 pm
Sometimes when I Open a saved ocs file (just an OBJ file that is saved), the render bar can be grayed out if I start to render by clicking on the OBJ file.
This seems random.

greyed out.JPG
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Slave Dies Immediately

Postby p3taoctane » Mon Jan 02, 2017 10:52 pm

p3taoctane Mon Jan 02, 2017 10:52 pm
I am running 3.05.1 on two identical PC slave machines on the same network.

The master machine is a Mac OSX also running 3.05.1 with the Maya Plugin appropriate: 3.05.1 -9.16

One slave cranks up and runs away happy as a clam.

The other showed up after I installed it and ran fro while then cut out

I cleanly uninstalled the daemon and now when I try and install the daemon with default settings it dies immediately.

So I can not even see what it says to send you error message etc... any ideas what to do next
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Re: OctaneRender™ Standalone 3.05.1

Postby bepeg4d » Tue Jan 03, 2017 8:16 am

bepeg4d Tue Jan 03, 2017 8:16 am
Hi Peter,
what happen if you run the Standalone on the pc that fails?
ciao beppe
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