About Octane's GI

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About Octane's GI

Postby Pavlov » Fri May 21, 2010 4:11 pm

Pavlov Fri May 21, 2010 4:11 pm
Hi,
i'm making some clay comparisons with other engines, both unbiased and not.
I seem to understan Octane's GI is based on an evoluted AO concept, but i find quite strange (even if it is beautiful) the decay of light in interior situations.
I raised AO ray up to high levels so i lose AO effect and i get GI-like one, but light's decay still doesnt seem to behave correctly; looking at pic here, you can see light on walls, floor and roof is nearly same near and far from window, while FRYrender one has a natural decay.
I tried to switch to Path Tracing but nothing seems to happen; i wonder what i am missing in order to get physically correct GI.

thanks,
paolo
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Re: About Octane's GI

Postby lixai » Fri May 21, 2010 4:17 pm

lixai Fri May 21, 2010 4:17 pm
maybe the fact that you have to use pathtracing to have a correct GI.
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Re: About Octane's GI

Postby Pavlov » Fri May 21, 2010 4:22 pm

Pavlov Fri May 21, 2010 4:22 pm
hi, thanks but as said i dont see any difference when switching.
PT *should* behave correctly but for some reasons it stays the same. Is it supposed to be fully working already or what ?

thanks,
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Re: About Octane's GI

Postby radiance » Fri May 21, 2010 4:27 pm

radiance Fri May 21, 2010 4:27 pm
Pavlov wrote:hi, thanks but as said i dont see any difference when switching.
PT *should* behave correctly but for some reasons it stays the same. Is it supposed to be fully working already or what ?

thanks,
Paolo


how are you switching to path tracing ?
are you swapping the node in the preview config graph ?

sometimes users make a pathtracing node or equiv and click on it and they think they are using pathtracing, but they aren't.

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Re: About Octane's GI

Postby [gk] » Fri May 21, 2010 4:28 pm

[gk] Fri May 21, 2010 4:28 pm
deffinatly user error then.

Make sure you dont have any of the material override or force direct enabled in the main bar.
Rendering an interior with PathTrace yeilds a completly different output unlike an AO pass.
You can attach your scene to the thread and Ill show you how to do it correctly, if you still have problems.

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Re: About Octane's GI

Postby Pavlov » Fri May 21, 2010 4:54 pm

Pavlov Fri May 21, 2010 4:54 pm
thanks, i've managed to make PT work.. i think i did it correctly even before (i simply swapped Kernel node to PT) but it didnt change. After some re-trying it worked.
BTW it is much slower ;)
I've a GTS 250 board, so a low level one. Which gain ratio should i expect with a GTX 480 ? Is it best one for Octane ?

thanks,
Paolo
Last edited by Pavlov on Fri May 21, 2010 4:56 pm, edited 1 time in total.
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Re: About Octane's GI

Postby radiance » Fri May 21, 2010 4:55 pm

radiance Fri May 21, 2010 4:55 pm
Pavlov wrote:thanks, i've managed to make PT work.. i think i did it correctly even before (i simply swapped Kernel node to PT) but it didnt change. After some re-trying it worked.
BTW it is much slower ;)
I've a GT250 board, so a low level one. Which gain ration should i expect with a GTX 480 ? Is it best one for Octane ?

thanks,
Paolo


the GTX480 rocks.
check the videos page for a demo of 2x GTX480, but even a single one is wonderfull to work on.

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Re: About Octane's GI

Postby pixym » Fri May 21, 2010 5:08 pm

pixym Fri May 21, 2010 5:08 pm
Paolo, is that you from Newtek Forum???
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Re: About Octane's GI

Postby Pavlov » Sat May 22, 2010 11:17 am

Pavlov Sat May 22, 2010 11:17 am
hey Pixym, sure i am !
Nice to see you here...

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Re: About Octane's GI

Postby buda » Sun May 23, 2010 9:11 am

buda Sun May 23, 2010 9:11 am
I see scenes have differenet lighting. In octane scene behind the camera as though the no walls and light passes through
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