OctaneRender™ 2020.1 [superseded by 2020.1.1]

Forums: OctaneRender™ 2020.1 [superseded by 2020.1.1]
VIP Information, news and announcements regarding new Octane Render commercial products and releases.

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby linograndiotoy » Sat May 02, 2020 6:39 pm

linograndiotoy Sat May 02, 2020 6:39 pm
Especially in the case of a character, microdetail should be added using a Normal Map. There's no such a thing like microdisplacement in Octane right now.
Texture Displacement should never be used for characters, and especially for deforming mesh. For that, you need to use Vertex Displacement.
Its' very important to set the gamma for the Displacement Map you're using to 1, and change the depth (16 or 32) to the one supported by the file.

Vertex Displacement allows to get some very nice detail without the need of subdividing the base mesh too much. Autobump can really help showing the full detail the map offers.

I've made a quick test to show the power of Vertex Displacement with AutoBump.

Mesh subdivided 4 times, 12 million polygons:
Disp_12M.PNG

Mesh subdivided 3 times, 7 million polygons:
Disp_3M.PNG

Mesh subdivided 2 times, 7K polygons:
Disp_7K.PNG


Can you really spot so much difference when you're looking at one image at time? Moreover, of course there's no normal map in those images, which is something you normally export from ZBrush when working with sculpted characters.
You do not have the required permissions to view the files attached to this post.
linograndiotoy
OctaneRender Team
OctaneRender Team
 
Posts: 1148
Joined: Thu Feb 01, 2018 7:10 pm

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby Notiusweb » Sat May 02, 2020 11:38 pm

Notiusweb Sat May 02, 2020 11:38 pm
@Lino - Okay, Thanks!
With any Micro Displacement limitation right now, do we know if will come in some form in a later Octane release?
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
User avatar
Notiusweb
Licensed Customer
Licensed Customer
 
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby linograndiotoy » Sun May 03, 2020 8:30 am

linograndiotoy Sun May 03, 2020 8:30 am
Adaptive subdivision, mentioned by Jules in his GTC video, will make Vertex Displacement even better and overcame the need of "real" microdisplacement, which can be quite memory intensive (no GPU render supports it AFAIK).
linograndiotoy
OctaneRender Team
OctaneRender Team
 
Posts: 1148
Joined: Thu Feb 01, 2018 7:10 pm

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby linograndiotoy » Sun May 03, 2020 8:36 am

linograndiotoy Sun May 03, 2020 8:36 am
I think we may have some issue with Mediums when used with meshes to simulate fog.

I've made a simple plane with a Volume Medium applied to simulate this effect:
Fog_01.PNG


Lowering down the Scatter value is making the whole scene darker (Absorption is set to black, so there's none):
Fog_02.PNG


I made a video:
https://youtu.be/f-lY35im4Co

That's the scene:
Plane_Fog.orbx
You do not have the required permissions to view the files attached to this post.
linograndiotoy
OctaneRender Team
OctaneRender Team
 
Posts: 1148
Joined: Thu Feb 01, 2018 7:10 pm

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby Lewis » Sun May 03, 2020 12:45 pm

Lewis Sun May 03, 2020 12:45 pm
Hi Devs/OTOY,

I have some problems with overlapping displacement materials when one material is transparent (water) then i get black edges around sections where they meet. On bigger scene my real shoot it's even worse and from distance i get thick 5-6 pixels black border around my coast line where gravel meets sea but even on close ups like here it's very noticeable and problematic as you can see from this screen grab and i simplified scene into ORBX so you can see for yourself.

Can you investigate and fix this ?

Thanks
You do not have the required permissions to view the files attached to this post.
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177

WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
User avatar
Lewis
Licensed Customer
Licensed Customer
 
Posts: 1068
Joined: Tue Feb 05, 2013 6:30 pm
Location: Croatia

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby VVG » Sun May 03, 2020 4:25 pm

VVG Sun May 03, 2020 4:25 pm
Lewis wrote:Hi Devs/OTOY,

I have some problems with overlapping displacement materials when one material is transparent (water) then i get black edges around sections where they meet. On bigger scene my real shoot it's even worse and from distance i get thick 5-6 pixels black border around my coast line where gravel meets sea but even on close ups like here it's very noticeable and problematic as you can see from this screen grab and i simplified scene into ORBX so you can see for yourself.

Can you investigate and fix this ?

Thanks


its old bug, but it is not fixed
viewtopic.php?p=380021#p380021
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
VVG
Licensed Customer
Licensed Customer
 
Posts: 301
Joined: Sat May 07, 2016 2:34 pm

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby wallace » Sun May 03, 2020 8:27 pm

wallace Sun May 03, 2020 8:27 pm
linograndiotoy wrote:I think we may have some issue with Mediums when used with meshes to simulate fog.

That's the scene:
Plane_Fog.orbx


Thanks for reporting, currently investigating this now.
User avatar
wallace
OctaneRender Team
OctaneRender Team
 
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby haze » Sun May 03, 2020 8:38 pm

haze Sun May 03, 2020 8:38 pm
linograndiotoy wrote:I've noticed that the Backplate option in the Visible Environment is giving different results when used with transparent meshes or Volumes.
In this scene we have a box with transmission and a volume. Backplate is off and everything renders correctly:
Visible_01.PNG

With Backplate on, the mesh will still show the Environment color in transparency (correct), while the volume will show the color set in the Visible Environment (which normally should show up only when Refractions option is active):
Visible_02.PNG



Backplate.orbx


If I'm understanding correctly, when you use green for the backplate, you expect the indirect rays that pass through (or scatter through) the volume to NOT sample the visible environment.

The only way that could work is if we treat it the same way we are treating black shadows on volumes. The problem is that, at the outer edges of the volume, you might expect a soft contribution of green. This will not happen. You will end up with a solid green border around the whole volume - which for meshes is OK of course, but for volumes I really doubt it would be useful.

Maybe explain exactly what you expected to see in case I'm making the wrong assumptions.
User avatar
haze
OctaneRender Team
OctaneRender Team
 
Posts: 961
Joined: Sun Feb 08, 2015 8:57 pm

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby coilbook » Mon May 04, 2020 2:20 am

coilbook Mon May 04, 2020 2:20 am
Hi otoy,
I know that you know that rendering animation in path tracing is still not easy for the most of us even having tens of 2080TIs. Can you please add secondary direct light bounces since in AO light looses its strength quick

Anyway to create a hybrid kernel for animations with better denoiser for moving cameras and better faster light bounce ? We were waiting for crazy rt improvement and brigade and saw no mprovements for faster rendering for animations
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2985
Joined: Mon Mar 24, 2014 2:27 pm

Re: OctaneRender™ 2020.1[current 2020.1x]

Postby miko3d » Mon May 04, 2020 9:56 am

miko3d Mon May 04, 2020 9:56 am
miko3d wrote:
Goldorak wrote:
rohandalvi wrote:Fantastic release.

Any update on the Houdini Solaris plug-in?

Regards
Rohan


Working with Juanjo and Mark G (our Hydra dev) to push this to our Houdini users shortly. We are just wrapping up parity validation with Karma's various lights at the moment.


Congrats for the release,but....Guys you did it back in November and doing it again now:

"Hydra Render Delegate for Houdini 18

Octane 2020.1 for Houdini 18 can operate as a fully functional Hydra Render delegate for the Solaris viewport, with support for USD preview surface and lights exposed by the Hydra API."


Please don't advertise features that are not out, not even an announced alpha/beta.. specially when we have been waiting 6 months for them,its frustrating,I really like Octane and you guys have been doing a great work implementing features,but statements like this makes it difficult to recomend as a serious alternative render back in the office.

Also, could you at least elaborate more on what fully functional means?will it have support for primvars?LPEs? support for curves/fur?mblur?will it support houdini new lighting controls to lock speck/diffuse and shadows for the lights??we just have a screenshot...
Thanks again guys for the hard work.

ANY news on this?
miko3d
Licensed Customer
Licensed Customer
 
Posts: 70
Joined: Sat Mar 01, 2014 7:30 pm
PreviousNext

Return to Commercial Product News & Releases (Download here)


Who is online

Users browsing this forum: No registered users and 6 guests

Sat Mar 30, 2024 7:56 am [ UTC ]