OctaneRender™ 4 RC 7

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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby wallace » Thu Oct 25, 2018 3:20 am

wallace Thu Oct 25, 2018 3:20 am
profbetis wrote:The Universal Material has a strange behavior at low specular roughness values. It has these harmonic ring looking artifacts. These artifacts fade away as roughness approaches 0.002 and up.

I tested the same on the metallic material and no such artifacts exist.
Ray Epsilon has no affect.
The rings shift around when the metallic parameter is adjusted, in my case around the values 0.9 to 1.0


Can you confirm you are using RC7? I can see this artifact in RC6, and I have already resolved this bug.

Double checking in RC7, I am not actually seeing any of these artifacts anymore.
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby calus » Thu Oct 25, 2018 5:37 am

calus Thu Oct 25, 2018 5:37 am
Hi wallace,

Diffuse material with no roughness
octane_2018-10-24_13-54-05.png

Universal Octane BSDF (nice expected similar result )
octane_2018-10-24_13-53-12.png


I didn't notice before but when the universal material have IOR=1 roughness = 1 and no specular, the result of transmission with the "octane" BSDF is very similar to the diffuse material with no roughness. :D
So I get it now, the implmentation make much more sens, but the reason I was confused is because of the weird things happening in this case with the Beckman and GGX bsdf :?: :


Diffuse material
octane_2018-10-24_13-58-52.png

Universal Octane BSDF, result close to diffuse material
octane_2018-10-24_13-56-45.png

universal GGX BSDF, weird result
octane_2018-10-24_14-10-58.png

universal Beckman BSDF, weird result
octane_2018-10-24_14-09-03.png
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby wallace » Thu Oct 25, 2018 7:43 pm

wallace Thu Oct 25, 2018 7:43 pm
Hi calus,

So basically ggx and beckmann sampling samples a microfacet normal and we then calculate the light direction from it, so they behave vastly different from the octane brdf, which samples a light direction directly.

From what I see, the microfacet models' behavior is consistent across the IOR range so there isn't much I can do specifically for IOR = 1.0 given that this is also used for things like glass.

I will introduce a lambertian BSDF model in future versions so that you won't be limited to a range of IOR dependent transmission models.

Cheers
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby wallace » Thu Oct 25, 2018 8:28 pm

wallace Thu Oct 25, 2018 8:28 pm
coilbook wrote:Can anyone at otoy explain to me when to use AI lights and Ai light update? When I have a lot of lights. I dont see any difference using it or not. Denoiser works the same and noise levels are the same
Thanks

UPDATE:
I tried a scene with a lot of lights and yes there is a big difference when using AI light but there is a possible bug I posted in max forum when ai lights work in octane viewport and not during rendering viewtopic.php?f=80&t=69152&start=70


As you have stated, AI lights option is used when your scene has complex lighting, what defines complex lighting, it's basically when you have a lot of lights in a large scene that individually affects a small local area in direct light. Sampling them can be difficult when the light emitter has a lot of polygons, since one of these polygons need to be picked. So when these two criteria are met, you definitely want to enable AI light. However, when there is a sufficient number of local lights, it doesn't matter how many polygons are within each light source, AI light still has an effect. As an example, refer to the release post for XB4: https://render.otoy.com/forum/viewtopic.php?f=33&t=68283. In the latter case however, if you give enough samples, then the old light sampling algorithm catches up, but this is really scene dependent and sample count dependent.

AI lights update come in to help adaptively update the light selection in direct light sampling, to help learn the scene you have and where the lights are. In the cases where you have a wall completely occluding the light, meaning that the light has no effect in your camera angle/position, AI light update will help understand we don't need to sample this light.
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby J.C » Mon Oct 29, 2018 6:22 pm

J.C Mon Oct 29, 2018 6:22 pm
wallace wrote:
profbetis wrote:The Universal Material has a strange behavior at low specular roughness values. It has these harmonic ring looking artifacts. These artifacts fade away as roughness approaches 0.002 and up.

I tested the same on the metallic material and no such artifacts exist.
Ray Epsilon has no affect.
The rings shift around when the metallic parameter is adjusted, in my case around the values 0.9 to 1.0


Can you confirm you are using RC7? I can see this artifact in RC6, and I have already resolved this bug.

Double checking in RC7, I am not actually seeing any of these artifacts anymore.


I can confirm the bug is gone in RC7.
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby enricocerica » Tue Oct 30, 2018 1:07 pm

enricocerica Tue Oct 30, 2018 1:07 pm
Tried to load a render state after created it and got the message :

Failed to load info film from render state file
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby mac3d » Wed Oct 31, 2018 7:56 am

mac3d Wed Oct 31, 2018 7:56 am
Failed to load info film from render state file


Also on Linux...
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby roeland » Thu Nov 01, 2018 4:29 am

roeland Thu Nov 01, 2018 4:29 am
mac3d wrote:Failed to load info film from render state file

I could reproduce this, it will be fixed. Thanks for the report.
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby enricocerica » Thu Nov 01, 2018 7:41 am

enricocerica Thu Nov 01, 2018 7:41 am
roeland wrote:
mac3d wrote:Failed to load info film from render state file

I could reproduce this, it will be fixed. Thanks for the report.

Great, thanks
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Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby coilbook » Thu Nov 01, 2018 9:29 pm

coilbook Thu Nov 01, 2018 9:29 pm
Will we see a procedural noise displacement in this version or next where no mapping is required?

Thanks
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