OctaneRender™ 2019.1.3

Forums: OctaneRender™ 2019.1.3
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby vijay » Sun Nov 03, 2019 8:17 pm

vijay Sun Nov 03, 2019 8:17 pm
funk wrote:
aoktar wrote:As far as my tests it works well


It seems to only work correctly for "Mesh UV" projection (which you are using). My example is using an "XYZ to UVW" projection.

I just tried changing yours to "box" projection and see similar problems. It almost looks like incorrect vertex normals are being created?



Auto bump currently works only if the mesh is UV mapped. I'm fixing it now. Sorry.
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby funk » Sun Nov 03, 2019 9:36 pm

funk Sun Nov 03, 2019 9:36 pm
vijay_thirukonda wrote:Auto bump currently works only if the mesh is UV mapped. I'm fixing it now. Sorry.


Thanks Vijay :)
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby funk » Mon Nov 04, 2019 5:33 am

funk Mon Nov 04, 2019 5:33 am
Crash using vertex displacement mixer

1. Load the orbx
2. Right click the diffuse material > render

Octane crashes to the desktop
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby linograndiotoy » Mon Nov 04, 2019 5:40 pm

linograndiotoy Mon Nov 04, 2019 5:40 pm
Using a normal or a bump map with the Toon Material doesn't work properly anymore (no bump or normal effect shows up). I think it never worked in 2019.x.

CelBump.JPG


It works fine in 2018.

CelBump_02.JPG



Toon_Normal_Bump_issue.orbx


Thanks!
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby wallace » Tue Nov 05, 2019 2:18 am

wallace Tue Nov 05, 2019 2:18 am
linograndiotoy wrote:Using a normal or a bump map with the Toon Material doesn't work properly anymore (no bump or normal effect shows up). I think it never worked in 2019.x.

Thanks!


Thanks for the report, this will be fixed in the next revision.
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby funk » Wed Nov 06, 2019 4:47 am

funk Wed Nov 06, 2019 4:47 am
I'm seeing some artifacts in this specular material, which don't happen in 2018.1.3

bad_glass.png
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby linograndiotoy » Wed Nov 06, 2019 12:51 pm

linograndiotoy Wed Nov 06, 2019 12:51 pm
funk wrote:I'm seeing some artifacts in this specular material, which don't happen in 2018.1.3

bad_glass.png


Hi! It looks like a value of 1.0001 is triggering the issue. It's ok as the value is >= 1.00049.
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby funk » Wed Nov 06, 2019 4:42 pm

funk Wed Nov 06, 2019 4:42 pm
linograndiotoy wrote:
funk wrote:I'm seeing some artifacts in this specular material, which don't happen in 2018.1.3

bad_glass.png


Hi! It looks like a value of 1.0001 is triggering the issue. It's ok as the value is >= 1.00049.


Yes its only happening on smaller values. The modo plugin seems to be generating these values for its "on the fly" conversions in some cases.

Anyway, since its working correctly in 2018, it should be fixed in 2019.
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby BCres » Wed Nov 06, 2019 8:14 pm

BCres Wed Nov 06, 2019 8:14 pm
Is there a CPU "old generation: limitation on this release? Here is my situation.

My main system with a 2080ti and new core i7 works great. Also, working with it is my slave machine with a 1080ti and 980ti. Everything works fine. The older system cpu is a Q9450 Core 2 quad. But it works great as a slave system.

But if I take an orbx file to the slave (and I am taking a small one). Start my second license of Octane standalone on it. The program starts up fine, loads the file, but as soon as I try to render the scene, the program just disappears to the desktop. No errors or anything.

So why can't the second machine handle the simplest little orbx files? Everything about the prefernces shows it's ready and using both GPUS.

Again, this slave works fine as a support to the main when I'm working. I just can't use the standalone version on it.
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Re: OctaneRender™ 2019.1.3 [current 2019.1.x]

Postby wallace » Wed Nov 06, 2019 8:46 pm

wallace Wed Nov 06, 2019 8:46 pm
funk wrote:
linograndiotoy wrote:
funk wrote:I'm seeing some artifacts in this specular material, which don't happen in 2018.1.3

bad_glass.png


Hi! It looks like a value of 1.0001 is triggering the issue. It's ok as the value is >= 1.00049.


Yes its only happening on smaller values. The modo plugin seems to be generating these values for its "on the fly" conversions in some cases.

Anyway, since its working correctly in 2018, it should be fixed in 2019.


No worries, I'll fix this for the next release.
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