OctaneRender V4 XB3

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Re: OctaneRender V4 XB3

Postby Notiusweb » Mon Jul 16, 2018 3:46 pm

Notiusweb Mon Jul 16, 2018 3:46 pm
itou31 wrote:
Notiusweb wrote:
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Re: OctaneRender V4 XB3

Postby Notiusweb » Mon Jul 16, 2018 7:04 pm

Notiusweb Mon Jul 16, 2018 7:04 pm
Think I found a bug -
Is there an issue with Opacity maps and ABC files with timeline animation?

I have a scene where I cannot figure out why an Opacity map is completely zeroing out the underlying Diffuse texture for hair.
The Opacity map is supposed to mask a part of the hair, but not the whole thing, so it seems like a bug with something.

Another part of the hair (scalp Diffuse with Opacity) doesn't have the issue, but didn't have any shape-morph.
Strange, similar scenes no issue, but this one, with animation, is a problem. Thinking it might be that the mesh changes shape or something.

Can I send the scene in for review?
Thx.
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Re: OctaneRender V4 XB3

Postby Notiusweb » Mon Jul 16, 2018 11:49 pm

Notiusweb Mon Jul 16, 2018 11:49 pm
Okay, please someone tell me if they ever saw this before, or if they know what is going on.
For me, EVERY texture is loading as a solid color now, on every version of Octane.... :o
(tried in XB3, XB2, and now V3.08. Same.

This is a LIve DB texture, also coming in as solid.
I guess this explains why the opacity map was blocking out the whole diffuse in the other scene. But what the heck!

BrickSolid.jpg
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Re: OctaneRender V4 XB3

Postby funk » Tue Jul 17, 2018 12:06 am

funk Tue Jul 17, 2018 12:06 am
Notiusweb wrote:Okay, please someone tell me if they ever saw this before, or if they know what is going on.
For me, EVERY texture is loading as a solid color now, on every version of Octane.... :o


There sphere probably doesnt have UVs
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Re: OctaneRender V4 XB3

Postby Notiusweb » Tue Jul 17, 2018 12:33 am

Notiusweb Tue Jul 17, 2018 12:33 am
funk wrote:
Notiusweb wrote:Okay, please someone tell me if they ever saw this before, or if they know what is going on.
For me, EVERY texture is loading as a solid color now, on every version of Octane.... :o


There sphere probably doesnt have UVs


Thank you Funk.
You know what, I think you are onto something here. Not every geometry I am going back and testing is experiencing this issue.
But the ones that do, texture maps do not work consistently. Not diffuse, not opacity, etc.
Would there be any way around this? or is it that some geometries just are not going to play nice with Octane as they have no UVs?
I am open to any suggestions :oops: .
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Re: OctaneRender V4 XB3

Postby Notiusweb » Tue Jul 17, 2018 3:46 pm

Notiusweb Tue Jul 17, 2018 3:46 pm
I was able to 'reconstruct' a faux-UV by using the UV Projection, setting to Box, and then using the Texture rotation/resizing/coordinate settings. PIA, but it actually can work.
Thank you again, Funk.
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Re: OctaneRender V4 XB3

Postby Juanlife » Tue Jul 17, 2018 5:07 pm

Juanlife Tue Jul 17, 2018 5:07 pm
Denoise through transparencies and/or reflections as glass or mirrors works very badly.
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Re: OctaneRender V4 XB3

Postby FrankPooleFloating » Tue Jul 17, 2018 9:17 pm

FrankPooleFloating Tue Jul 17, 2018 9:17 pm
Mr. Goldorak, sir, how are things going with glTF 2.0 I/O?.. I'm practically climbing the dang walls, waiting to be able to export baked stuff from Octane, and pop them right into three.js.. without needing to put Blender between LightWave and three.js...

Will the Octane glTF 2 exporter be able to embed textures?

And, is it even remotely possible that you guys could toss in an Enable Precision feature in this bad-boy?.. Here is the thing, and this doesn't get nearly enough press, from what I can tell: I have worked extensively in three.js and export my crap from Blender, and the three.js exporter for Blender has this kick-ass feature, which allows you to knock down from default of 6 decimal places down to 5, 4, 3 (works great for most things, which almost halves the file sizes of meshes!), and sometimes even 2 decimals is sufficient. There has to be a way that you dudes could toss in a function to truncate floats during export... Right?.. Please at least look into it. I think it would be a feature that many of us serious WebGL folk would use the hell out of.
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Re: OctaneRender V4 XB3

Postby Notiusweb » Fri Jul 20, 2018 10:58 pm

Notiusweb Fri Jul 20, 2018 10:58 pm
As follow up to what Frank said, I am interested in the glTF *import* also.
A glTF 'scene' can, yes, be imported as a node, but there are no pins to connect it to a render target.
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Re: OctaneRender V4 XB3

Postby pegot » Sat Jul 21, 2018 9:18 pm

pegot Sat Jul 21, 2018 9:18 pm
+1 for working glTF 2 support.
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