OctaneRender™ 2020.1.5 [current 2020.1]

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Re: OctaneRender™ 2020.1.5 [current 2020.1]

Postby funk » Sun Sep 20, 2020 5:56 pm

funk Sun Sep 20, 2020 5:56 pm
I was working on a scene with an environment medium (fog) and noticed the cryptomatte pass was changing (getting brighter) as more samples were rendered.

I took the scene into 2019.1.5 and it's not doing this. I'm not sure if this is an intentional change, but its creating some issues in fusion with the cryptomatte script.

env_medium_cryptomatte_2019_vs_2020.png


If I take an exr from 2020.1.5 into fusion, the cryptomatte picker can only pick "Volume occlusion", which I assume is an automatic material node name you give to environment mediums. I have to manually type in names of the other materials to get a matte.

The 2019.1.5 exr allows me to pick all materials (and "Volume occlusion") using the GUI picker.

I have attached an orbx along with the EXRs exported from 2019 and 2020 modo plugin.

EDIT: I have now included 2 orbx files (1 from the 2020.1.5 plugin and the other from the 2019.1.5 plugin)
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Last edited by funk on Wed Sep 23, 2020 12:09 am, edited 4 times in total.
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Re: OctaneRender™ 2020.1.5 [current 2020.1]

Postby Zay » Tue Sep 22, 2020 11:40 pm

Zay Tue Sep 22, 2020 11:40 pm
This is still a problem.
viewtopic.php?p=388305#p388305
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Re: OctaneRender™ 2020.1.5 [current 2020.1]

Postby funk » Wed Sep 23, 2020 9:15 pm

funk Wed Sep 23, 2020 9:15 pm
Adaptive sampling isn't working as expected in 2020.1.5. Ive done some tests comparing it to 2019.1.5 and it looks like something is broken.

If you have DOF with emissive materials, the noise pass shows the emission's DOF as pure black, then quickly goes green. Octane 2020 assumes the DOF noise is clean and never tries to clean it up.

In 2019, the emission DOF has greyscale values in the noise pass, so Octane gradually tries to clean it up.

as_noise_pass_bug_in_2020.png
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Re: OctaneRender™ 2020.1.5 [current 2020.1]

Postby funk » Wed Oct 21, 2020 4:16 am

funk Wed Oct 21, 2020 4:16 am
Connecting a vertex displacement mixer is generating log errors.
You notice this in plugins that pop up the log error window.

1. Load the attached scene and select the render target to start rendering
2. Windows > create log window

UPDATE: Even if you ignore the errors and plug textures in, auto bump doesnt work.

Code: Select all
Started logging on 21.10.20 15:08:45

OctaneRender Enterprise 2020.1.5 (8010500)

Tried to access pin via an invalid ID P_AMOUNT (6)
Tried to access null node pin
Tried to access null node pin
Tried to access pin via an invalid ID P_AMOUNT (6)
Tried to access null node pin
Tried to access null node pin
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Re: OctaneRender™ 2020.1.5 [current 2020.1]

Postby funk » Wed Oct 21, 2020 4:25 am

funk Wed Oct 21, 2020 4:25 am
I also just noticed that autobump is broken on any texture plugged into a vertex displacement mixer.

Attached an example.

If you plug the vertex displacement directly into the material, auto bump works.

displacement_mixer_breaks_autobump.png
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Re: OctaneRender™ 2020.1.5 [current 2020.1]

Postby PolderAnimation » Fri Oct 23, 2020 3:19 pm

PolderAnimation Fri Oct 23, 2020 3:19 pm
A few versions back the materialMap and objectLayerMap workflow was fixed so they support an alembic archive as input, this is very useful and welcome for animation production with multiple renderTargets.
However, if the geometry flows through a geometryGroup or scatter node, the material and object information is lost, this limits the possibilities and more nodes are used to accomplish the same which has a great impact on productivity.
Is this something that is under development, or can it be added in a next release?
Capture.PNG
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Re: OctaneRender™ 2020.1.5 [current 2020.1]

Postby nicspoon » Wed Nov 11, 2020 2:43 pm

nicspoon Wed Nov 11, 2020 2:43 pm
Hello,
can see there is a 2020.2.x release..
will there be a 2020.1.6 releasing soon?
I really hope you guys can fix the Denoise so I can turn on my denoise :(
Now when I turn on Denoise, the rendering just keep rendering and not stopping to save at all T__T

Please resolve this soon, i beg u. Thank you.
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Re: OctaneRender™ 2020.1.5 [current 2020.1]

Postby Goldorak » Wed Nov 11, 2020 9:55 pm

Goldorak Wed Nov 11, 2020 9:55 pm
nicspoon wrote:Hello,
can see there is a 2020.2.x release..
will there be a 2020.1.6 releasing soon?
I really hope you guys can fix the Denoise so I can turn on my denoise :(
Now when I turn on Denoise, the rendering just keep rendering and not stopping to save at all T__T

Please resolve this soon, i beg u. Thank you.


Sorry - 2020.1 is locked, 2020.2 will be RC1 soon and hopefully stable by end of month.
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