OctaneRender® 2022.1 (updated 11/28)

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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby john_otoy » Mon Feb 13, 2023 10:08 pm

john_otoy Mon Feb 13, 2023 10:08 pm
SSmolak wrote:
john_otoy wrote:You have attached an OCS which is missing the geometry and textures. Please export an ORBX.


Thanks for the scene. It wasn't set up to reproduce the issue, but I found out how to reproduce it.

It seems to happen if both bump and sheen bump are connected to the same texture node. If you make a copy of the texture node and connect 1 to each pin, the problem doesn't happen.

We'll look into it.
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby SSmolak » Mon Feb 13, 2023 10:23 pm

SSmolak Mon Feb 13, 2023 10:23 pm
john_otoy wrote:
SSmolak wrote:
john_otoy wrote:You have attached an OCS which is missing the geometry and textures. Please export an ORBX.


Thanks for the scene. It wasn't set up to reproduce the issue, but I found out how to reproduce it.

We'll look into it.


Yes, this is why I wrote to move coating slider :) Thanks for looking into it.

It looks like adding any node between image map and sheen bump ( color correction, gradient... ) resolve it too.
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby Jean-Paul_Tossings » Wed Feb 22, 2023 10:08 am

Jean-Paul_Tossings Wed Feb 22, 2023 10:08 am
abstrax wrote:
PolderAnimation wrote:
abstrax wrote:
Again, the problem is not the interpolation itself but determining the number of intermediate steps. At the moment Octane pretty much relies on the plugins or the input data for those since the plugin usually know best. I don't know exactly why we make an exception for animated rotation inputs, but I think it was done because it's a fairly low-hanging fruit.


I have a follow up question about the current motionblur implementation. You mention that octane currently relies on the plugin or input data to get the substeps needed for motionblur. We do not use a plugin, but octaneRender standalone, so we adjust the input data. We use alembic caches for rendering, some have animated transforms, which work as expected as octane does provides the rotation interpolation. But others use point caches inside the alembic (for deforming objects), with no substeps octane fails to calculate correct motionblur, but this is to be expected, however, I tried exporting alembics with 5, 25 and 100 substeps, but they all have the same wrong motionblur calculation.
The setup is as follows, I moved a cube a few unit of the origin, then rotated around the origin by 90 degrees per frame.
I created the following versions:
red cube: alembic with animated rotation
pink cube: static cube with attribute animator created in octane, the transformValue node of the placement node has animated matrices with 10 substeps
yellow cube: alembic with point cache with 100 substeps
green cube: alembic with point cache with 25 substeps
light blue cube: alembic with point cache with 5 substeps
dark blue cube: alembic with point cache with no substeps
In octane I shifted every cube down, so they do not overlap.
With no motionBlur frames 0, 1 and 2 look as follows:
no_motionBlur.png


With motionblur set to 100% and symmetric shutter alignment frame 1 looks like this:
motionBlur.png


As you can see, the animated rotation alembic and the transformValue attribute animated cubes give the desired result, however none of the point cache cubes seem to use any of the substep information available.
I attached an orbx file that I used to generate these images and includes all alembics.
Am I doing something wrong here or is this an issue in the current motionblur implementation?

Jean-Paul Tossings


Vertex motion blur currently doesn't support sub-steps, i.e. you can't represent curves using vertex motion blur. I think this is the limitation you are seeing here.

Ok, thanks for the explanation. Is the implementation of sub-steps for vertex mortionblur on the roadmap, and if so, when will this be added?
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby abstrax » Thu Feb 23, 2023 3:13 am

abstrax Thu Feb 23, 2023 3:13 am
Jean-Paul_Tossings wrote:
abstrax wrote:Vertex motion blur currently doesn't support sub-steps, i.e. you can't represent curves using vertex motion blur. I think this is the limitation you are seeing here.

Ok, thanks for the explanation. Is the implementation of sub-steps for vertex mortionblur on the roadmap, and if so, when will this be added?

Yes it's definitely something we want to look into, but it's unlikely that we will have time for it this half of the year.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby SSmolak » Thu Feb 23, 2023 1:55 pm

SSmolak Thu Feb 23, 2023 1:55 pm
Shape field probably doesn't work - I tried it using any projections and settings - it is invisible all the time.
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby jobigoud » Thu Feb 23, 2023 8:51 pm

jobigoud Thu Feb 23, 2023 8:51 pm
SSmolak wrote:Shape field probably doesn't work - I tried it using any projections and settings - it is invisible all the time.


Did you plug an SDF geometry (Vectron or Volume SDF)?
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby SSmolak » Thu Feb 23, 2023 8:52 pm

SSmolak Thu Feb 23, 2023 8:52 pm
jobigoud wrote:Did you plug an SDF geometry (Vectron or Volume SDF)?


No, are they necessary ? Other fields works fine with regular geometry.
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby jobigoud » Thu Feb 23, 2023 8:56 pm

jobigoud Thu Feb 23, 2023 8:56 pm
SSmolak wrote:
jobigoud wrote:Did you plug an SDF geometry (Vectron or Volume SDF)?


No, are they necessary ? Other fields works fine with regular geometry.

I meant did you plug an SDF as the shape, in the "Core shape SDF" input, description "Signed distance field representing the shape inside which the value is one.".
The other fields don't have such an input since their shape is encoded in the field texture itself. This one takes a Vectron or SDF as a shape.
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby SSmolak » Thu Feb 23, 2023 9:36 pm

SSmolak Thu Feb 23, 2023 9:36 pm
jobigoud wrote:This one takes a Vectron or SDF as a shape.


It looks like Cinema 4D Octane version doesn't have such input :

oct_field_shape_c4d.jpg
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Re: OctaneRender® 2022.1 [current 2022.1] (updated 11/28)

Postby SSmolak » Sun Feb 26, 2023 11:47 am

SSmolak Sun Feb 26, 2023 11:47 am
Image Adjustment node has wrong, not "calibrated" slider ranges in Brightness tab. Every value except Lift should be from 0 to 10. At the moment values under zero do nothing and changing slider from default 1 to zero is very hard because of this wasting space.

Image_adjust_brightness_ranges.zip
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