OctaneRender™ 2020.1.4

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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby Kalua » Sun Aug 02, 2020 4:03 am

Kalua Sun Aug 02, 2020 4:03 am
divasoft wrote:Hi guys, it's possible to stick texture on torus with triplanar mapping bended with с4d bend deformer? Standart c4d Stick material tag was not helpful.


Not a solution, but a workaround perhaps: bake your texture projection with <<camera type: Backing>>. Then apply it with another shader with UV projection.
I have tried and it worked nicely.
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby divasoft » Sun Aug 02, 2020 12:36 pm

divasoft Sun Aug 02, 2020 12:36 pm
Kalua wrote:
divasoft wrote:Hi guys, it's possible to stick texture on torus with triplanar mapping bended with с4d bend deformer? Standart c4d Stick material tag was not helpful.


Not a solution, but a workaround perhaps: bake your texture projection with <<camera type: Backing>>. Then apply it with another shader with UV projection.
I have tried and it worked nicely.

Yes, i tryed this method, but after baking, I got a completely different result than I expected, the textures were completely different(
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby Kalua » Sun Aug 02, 2020 3:37 pm

Kalua Sun Aug 02, 2020 3:37 pm
divasoft wrote:
Kalua wrote:
divasoft wrote:Hi guys, it's possible to stick texture on torus with triplanar mapping bended with с4d bend deformer? Standart c4d Stick material tag was not helpful.


Not a solution, but a workaround perhaps: bake your texture projection with <<camera type: Backing>>. Then apply it with another shader with UV projection.
I have tried and it worked nicely.

Yes, i tryed this method, but after baking, I got a completely different result than I expected, the textures were completely different(


You should bake with a neutral environment (pure white, only needing to tweak exposure). The texture should work fine with small gamma weaking when applied to model.
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby promity » Sun Aug 02, 2020 3:45 pm

promity Sun Aug 02, 2020 3:45 pm
Make sure to use a NVIDIA Studio driver with version at least 435.80 for Windows or 435.12 for Linux to enable support for RTX hardware acceleration
- I'm working on a 7 64-bit windows and I can't detect the studio drivers for this system. In the benchmark test my RTX 2070 shows a lot of growth, even though I do not have studio drivers installed, but game drivers. Do game drivers limit the possibilities when working with Octane and windows 7?
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby bepeg4d » Mon Aug 03, 2020 8:36 am

bepeg4d Mon Aug 03, 2020 8:36 am
Hi promity,
Nvidia Studio Drivers are available only for win 10, and only for Pascal/Volta/Turing/Ampere architectures.
ciao Beppe
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby PolderAnimation » Tue Aug 18, 2020 9:44 am

PolderAnimation Tue Aug 18, 2020 9:44 am
when using the batch script in octane standalone, my primitives with placement nodes do not work. Looks like the primitives are reset when batch render script starts.
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby Zay » Wed Aug 19, 2020 2:01 pm

Zay Wed Aug 19, 2020 2:01 pm
I think I found a bug.
When I use 2 identical "Universal materials" and I change the transmission higher than 0 on one of them the surface changes.
transmission bug.JPG
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby divasoft » Fri Aug 21, 2020 4:50 am

divasoft Fri Aug 21, 2020 4:50 am
Hi guys, I have already solved this problem without the triplanar node, but nevertheless, I want to say for the future. For the triplanar node, it is necessary to implement a coordinate space option, as it is done in the redshift, so that the texture does not float along the object during animation. Now this problem is unsolvable for octane.
How it is implemented in redshift https://yadi.sk/i/sf--QLKOIhgK5g
How does it work in octane now https://yadi.sk/i/riSzUKanQ17e_Q funny and sad
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby PolderAnimation » Fri Aug 21, 2020 1:15 pm

PolderAnimation Fri Aug 21, 2020 1:15 pm
light pass mask do not work properly at the moment. If I want to exclude one light (reflection only) from an object, it excludes all light from that object (except for the sun light).
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Re: OctaneRender™ 2020.1.4 [current 2020.1]

Postby mojave » Mon Aug 24, 2020 11:04 pm

mojave Mon Aug 24, 2020 11:04 pm
PolderAnimation wrote:when using the batch script in octane standalone, my primitives with placement nodes do not work. Looks like the primitives are reset when batch render script starts.


Thanks for the report. Are there any specific settings we should be looking into?

If you have an ORBX that reproduces the issue that you can share that would also help.
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