OctaneRender® 2022.1.1

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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby john_otoy » Thu May 11, 2023 8:49 pm

john_otoy Thu May 11, 2023 8:49 pm
PolderAnimation wrote:If I render my groom (curves) and I disable shadow viibilty, my render becomes 35 times slower. (I render with path tracing kernel and alpha shadows on)


Thanks for the report
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby PolderAnimation » Fri May 12, 2023 9:20 am

PolderAnimation Fri May 12, 2023 9:20 am
Looks like the ray switch 'diffuse' function does not work properly any more. If I try this old orbx file it does not look that same as milanm example.

viewtopic.php?f=30&t=67849&fbclid=IwAR0bg4tah19RDsRyXJpcl5LnH-TZaT9Mco_fIZ1-8z2wQN0VWgwWv7LepTE

file does not work in 2021 and 2022 but does show good results in 2020.
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby frankmci » Fri May 12, 2023 6:25 pm

frankmci Fri May 12, 2023 6:25 pm
PolderAnimation wrote:Looks like the ray switch 'diffuse' function does not work properly any more. If I try this old orbx file it does not look that same as milanm example.

viewtopic.php?f=30&t=67849&fbclid=IwAR0bg4tah19RDsRyXJpcl5LnH-TZaT9Mco_fIZ1-8z2wQN0VWgwWv7LepTE

file does not work in 2021 and 2022 but does show good results in 2020.


OSL has changed a bit since Milan's script. Check out Raytype.OSL and RaySwitch.OSL now included with Octane for similar functionality.
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby john_otoy » Sun May 14, 2023 7:43 pm

john_otoy Sun May 14, 2023 7:43 pm
PolderAnimation wrote:Looks like the ray switch 'diffuse' function does not work properly any more. If I try this old orbx file it does not look that same as milanm example.

viewtopic.php?f=30&t=67849&fbclid=IwAR0bg4tah19RDsRyXJpcl5LnH-TZaT9Mco_fIZ1-8z2wQN0VWgwWv7LepTE

file does not work in 2021 and 2022 but does show good results in 2020.


Thanks for the scene. We'll look into it
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby J.C » Fri May 19, 2023 6:13 am

J.C Fri May 19, 2023 6:13 am
Hi, I've noticed an issue when using Standard Volume Medium in animated VDBs that has temperature and density channels. When "Autoscale temperature channel" is enabled temperature channel flickers every few frames.
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby john_otoy » Mon May 22, 2023 1:29 am

john_otoy Mon May 22, 2023 1:29 am
J.C wrote:Hi, I've noticed an issue when using Standard Volume Medium in animated VDBs that has temperature and density channels. When "Autoscale temperature channel" is enabled temperature channel flickers every few frames.


Can you PM me and provide a scene we can look at?
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby J.C » Mon May 22, 2023 9:59 am

J.C Mon May 22, 2023 9:59 am
john_otoy wrote:
J.C wrote:Hi, I've noticed an issue when using Standard Volume Medium in animated VDBs that has temperature and density channels. When "Autoscale temperature channel" is enabled temperature channel flickers every few frames.


Can you PM me and provide a scene we can look at?


This looks like C4D plugin issue. I've sent PM anyways.
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby SSmolak » Wed Jun 14, 2023 4:19 pm

SSmolak Wed Jun 14, 2023 4:19 pm
Fallow parameter in Field texture works fine for regular SDF primitives but it clamp values over 1 when used other objects as Mesh to SDF enabled. Please see attached video.
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby john_otoy » Thu Jun 15, 2023 6:08 am

john_otoy Thu Jun 15, 2023 6:08 am
SSmolak wrote:Fallow parameter in Field texture works fine for regular SDF primitives but it clamp values over 1 when used other objects as Mesh to SDF enabled. Please see attached video.


Can you export the scene to ORBX and PM me please?
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Re: OctaneRender® 2022.1.1 [current 2022.1]

Postby jobigoud » Fri Jun 16, 2023 8:35 pm

jobigoud Fri Jun 16, 2023 8:35 pm
SSmolak wrote:Fallow parameter in Field texture works fine for regular SDF primitives but it clamp values over 1 when used other objects as Mesh to SDF enabled. Please see attached video.


I think I know what's going on, based on the video.
When using Mesh to SDF ("Mesh volume SDF" node) the original mesh is voxelized and the distance to the surface is put in the voxel values. However, the resulting Volume SDF object doesn't have valid values everywhere in space, but only a certain distance away from the original surface.

There is a parameter in the import/conversion settings at the top called "Border thickness (voxels)", this represents how far from the original surface the distance value will be known. When the Shape field evaluates a point that is outside this border reach, it will read a static "background value" instead of the true distance to the surface. That's why it's acting weird.

Try increasing the border thickness and see if that improves things.

(In the case of regular SDF primitives the distance is calculated with a function so it can be known at any arbitrary point in space).
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