OctaneRender™ Standalone 3.08 RC 1

Forums: OctaneRender™ Standalone 3.08 RC 1
A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby smicha » Mon Mar 05, 2018 9:10 pm

smicha Mon Mar 05, 2018 9:10 pm
Thank you OTOY so much for you fantastic work. I'll test it on my 11x 1080 TI machine this week :)
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
User avatar
smicha
Licensed Customer
Licensed Customer
 
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby funk » Mon Mar 05, 2018 9:40 pm

funk Mon Mar 05, 2018 9:40 pm
wallace wrote:
funk wrote:Can someone explain what's going on with sheen?

Why does it draw over reflections on the glossy material, but only draws on the diffuse part of the metallic material?


I am not exactly sure what you meant here. But basically the reflection from sheen is a cosine lobe oriented towards the direction that is 90 degrees from the viewing angle, and it peaks at this grazing angle. The roughness parameter controls how spread out the lobe is, just like your specular BRDF model, it can look really diffuse when you have high roughness, and you can have really sharp sheen like satin cloth for low roughness.


Here is a metallic material that is 100% reflective. No sheen can be seen (you explained this is intentional)

sheen_metallic.png


Here is a glossy material, made 100% reflective. The sheen seems to tint the reflection.

sheen_glossy.png



Here is the OCS
sheen_metallic_vs_glossy.ocs
(28.42 KiB) Downloaded 241 times



wallace wrote:
funk wrote:Which leads to another question... Why dont we have sheen on the diffuse material? This would be nice for velvet/fabrics


Is there any reason why you cannot achieve this effect with the metallic node and glossy node? You can decrease the glossiness and increase sheen.


No reason. I was just curious why it wasnt part of the diffuse material too. In fact I wish we just had a single material that combined everything.
Win10 Pro/ Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
funk
Licensed Customer
Licensed Customer
 
Posts: 1204
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby roeland » Mon Mar 05, 2018 11:10 pm

roeland Mon Mar 05, 2018 11:10 pm
I can confirm there's an issue with dispersion. This will be fixed in the next release.

funk wrote:In fact I wish we just had a single material that combined everything.

Yes we know — you're not the first one to make this point.

In the meantime we can try to approximate some common cases with node graphs. Does this work for a metallic + diffuse with dielectric mix?
PBR Metallic + Glossy.orbx
(72.92 KiB) Downloaded 256 times


Roeland
User avatar
roeland
OctaneRender Team
OctaneRender Team
 
Posts: 1808
Joined: Wed Mar 09, 2011 10:09 pm

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby funk » Mon Mar 05, 2018 11:37 pm

funk Mon Mar 05, 2018 11:37 pm
roeland wrote:I can confirm there's an issue with dispersion. This will be fixed in the next release.

funk wrote:In fact I wish we just had a single material that combined everything.

Yes we know — you're not the first one to make this point.

In the meantime we can try to approximate some common cases with node graphs. Does this work for a metallic + diffuse with dielectric mix?
PBR Metallic + Glossy.orbx


Roeland


I only had a quick look, but yes this seems quite close. The only thing I noticed is you have a fixed IOR (1.45) on the glossy mat.

In general I think its ok, but if people are using actual specular maps from other apps, then it wont match. Disney remap specular 0-1 to IOR 1.0 - 1.8. Specular 0.5 (the default) = IOR 1.5

EDIT: Its discussed on pg 15 of this pdf https://disney-animation.s3.amazonaws.c ... tes_v2.pdf
Win10 Pro/ Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
funk
Licensed Customer
Licensed Customer
 
Posts: 1204
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby Renart » Tue Mar 06, 2018 5:41 am

Renart Tue Mar 06, 2018 5:41 am
Thanks for all the fixes!
The displacement works great now and the Volume passes are very useful.

I can't wait for the next release. Any ETA?
Renart
Licensed Customer
Licensed Customer
 
Posts: 70
Joined: Mon Jul 04, 2016 8:21 pm

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby Master » Tue Mar 06, 2018 4:28 pm

Master Tue Mar 06, 2018 4:28 pm
Hello we have a machine running with win 10 64 , C4D R19.053.
We have two titan XP and a Titan V used as display waiting for it to be supported in Octane render .
I was running octane render 3.08 test 6 .
This morning I updated the cuda to 9.1 and installed 3.08RC1.
I can't select the titan V in octane settings devices, the card is unselected when I close the settings window.
Then I updated the graphic driver to the last provided by Nvidia .
Same issue.
Another issue with the the 3.08 RC1 is that I want to preview a scene with many polygons it does not render. It takes 2 minutes 30 with 3,08 test6 and never computes with the 3,08RC1 except if you remove polygons computing.
Thanks for your help.
Master
Licensed Customer
Licensed Customer
 
Posts: 2
Joined: Fri Mar 31, 2017 3:34 pm

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby andw » Tue Mar 06, 2018 6:20 pm

andw Tue Mar 06, 2018 6:20 pm
There is still some weird issue (values clipping / saturation ?) with environment HDRI with high dynamic range
( https://hdrihaven.com/hdri/?h=flower_road )
Compare-308.jpg

Moreover, the result differs in 3.08 RC1 version :roll:
Attachments
ImagerIssue.zip
Test scene with geometry (made in DAZ Studio)
(15.96 KiB) Downloaded 246 times
AMD R7-2700/64Gb/RTX2080Ti 11Gb + RTX2080 8Gb/Win10 Pro x64/nV driver 451.67/Poser10, DS4.12, Blender2.79, Octane 4.05 Standalone
> Using RAM Disk with Octane <
andw
Licensed Customer
Licensed Customer
 
Posts: 46
Joined: Wed Aug 22, 2012 5:42 am

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby abstrax » Tue Mar 06, 2018 7:23 pm

abstrax Tue Mar 06, 2018 7:23 pm
Renart wrote:Thanks for all the fixes!
The displacement works great now and the Volume passes are very useful.

I can't wait for the next release. Any ETA?

Ideally there would be another release this week with all reported issues fixed and if everything goes well, we might have a stable build by the end of next week. But it all depends on the issues that are found in the coming days.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
OctaneRender Team
 
Posts: 5483
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby abstrax » Tue Mar 06, 2018 7:27 pm

abstrax Tue Mar 06, 2018 7:27 pm
Master wrote:Hello we have a machine running with win 10 64 , C4D R19.053.
We have two titan XP and a Titan V used as display waiting for it to be supported in Octane render .
I was running octane render 3.08 test 6 .
This morning I updated the cuda to 9.1 and installed 3.08RC1.
I can't select the titan V in octane settings devices, the card is unselected when I close the settings window.
Then I updated the graphic driver to the last provided by Nvidia .
Same issue.
Another issue with the the 3.08 RC1 is that I want to preview a scene with many polygons it does not render. It takes 2 minutes 30 with 3,08 test6 and never computes with the 3,08RC1 except if you remove polygons computing.
Thanks for your help.


Regarding the support for Titan V: Could you send a screenshot of the Standalone and the device selection window? It sounds as if you are running the wrong version. FYI: I'm currently running Win 7 with GeForce driver 390.77 and the Titan V works as expected.

Regarding the scene that doesn't render: Could you send it to me so I can check what is going on? Thanks a lot.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
OctaneRender Team
 
Posts: 5483
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Re: OctaneRender™ Standalone 3.08 RC 1 [latest 3.xx]

Postby abstrax » Tue Mar 06, 2018 7:38 pm

abstrax Tue Mar 06, 2018 7:38 pm
andw wrote:There is still some weird issue (values clipping / saturation ?) with environment HDRI with high dynamic range
( https://hdrihaven.com/hdri/?h=flower_road )
Compare-308.jpg

Moreover, the result differs in 3.08 RC1 version :roll:

The "halos" around the cube are an issue in the PMC kernel we are currently trying to fix.

Unfortunately, the archive didn't contain the HDR image you are using. Could you send it to me please? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
OctaneRender Team
 
Posts: 5483
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand
PreviousNext

Return to Development Build Releases


Who is online

Users browsing this forum: No registered users and 3 guests

Thu Mar 28, 2024 7:45 pm [ UTC ]