OctaneRender™ 2018.1 XB1

Forums: OctaneRender™ 2018.1 XB1
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby perro_abombao » Thu Nov 29, 2018 3:03 pm

perro_abombao Thu Nov 29, 2018 3:03 pm
haze wrote:
perro_abombao wrote:Hi...this build suport kepler? :roll: :roll: :roll: I have a old gtx 670 ...no problem with V4, but 2018 the program dissapear everytime :( :( (render target, material)...last driver 4.16 and 388.xx too...W10


It should work fine, we'll investigate. Does this happen with any scene you try to render? Is there any log messages?


It happens even on material or texture preview scene.
I have a old Q8200 quad core CPU....maybe can be that? another render engines don´t suport that.
sorry but i cant find information about how use log window...but the program just vanish
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Studio21 » Tue Dec 04, 2018 9:44 am

Studio21 Tue Dec 04, 2018 9:44 am
Hi,

really trying to use the UNI material for everything now, but finding it impossible to replicate the type of SSS i can do with the Diffuse material type coupled with high roughness (is it modeled after the lambertian BRDF?). what am i missing?

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G
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby wallace » Tue Dec 04, 2018 7:51 pm

wallace Tue Dec 04, 2018 7:51 pm
Studio21 wrote:Hi,

really trying to use the UNI material for everything now, but finding it impossible to replicate the type of SSS i can do with the Diffuse material type coupled with high roughness (is it modeled after the lambertian BRDF?). what am i missing?

Best.
G


Universal material currently does not support lambertian BRDF for diffuse and transmission. This is going to come with layered material with other extensions added to universal material. 2018.1 currently does not have any material changes planned.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Studio21 » Tue Dec 04, 2018 9:07 pm

Studio21 Tue Dec 04, 2018 9:07 pm
fair enough. thx for the update @wallace :)

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G
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Notiusweb » Wed Dec 05, 2018 3:03 pm

Notiusweb Wed Dec 05, 2018 3:03 pm
Studio21 wrote:Hi,

really trying to use the UNI material for everything now, but finding it impossible to replicate the type of SSS i can do with the Diffuse material type coupled with high roughness (is it modeled after the lambertian BRDF?). what am i missing?

Best.
G


I know what you are saying, unless I am going crazy it seems to work almost in Direct Lighting as well as Path Tracing, but it's not as smooth looking as it is in a normal diffuse, like more jagged and brightly pixelated somehow.
I feel like if I brighten/saturate just the color of the transmission, it amps up the SSS amount more than typically.
Anyway, you know what you can do as an option also, is apply a Mix material and then have a (1) Universal Material and a (2) regular Diffuse, with a stronger SSS amount, and have those 2 blended together in the Mix.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Notiusweb » Wed Dec 05, 2018 3:07 pm

Notiusweb Wed Dec 05, 2018 3:07 pm
Please consider in the future giving us a Glow Texture (not an emitter, but rather a fake localized bloom per material), like the realtime PBR engines have.
Something superficially slapped on to make a single object glow in the scene, even if not really emitting any luminance.
I know its not accurate to the way light works, but either is toon shader, or anime kernel!
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby PolderAnimation » Wed Dec 05, 2018 4:00 pm

PolderAnimation Wed Dec 05, 2018 4:00 pm
when I use info channel and diffuse filter if I render a 32bit tonemaped images I often get nan pixel. (when I switch to 16 bit it get rid of them).
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby enricocerica » Fri Dec 07, 2018 12:38 pm

enricocerica Fri Dec 07, 2018 12:38 pm
I met an issue loading a project, it crashes during loading of a texture image.
After investigating I found that enabling the texture cache was the problem, once disabled I could load my project.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby enricocerica » Sat Dec 08, 2018 8:54 am

enricocerica Sat Dec 08, 2018 8:54 am
Crashes with one of my scenes but I noticed that :

In Windows 10 I'm using the latest drivers 417.22 and it crashes (all devices unavailable) a few seconds after render starts
In Windows 7 I'm still using drivers 416.94 and it doesn't crash ...

I probably should upgrade my Windows 7 diver version to test but I keep it as is for now ...

Duno if this is due to the driver version or the Windows version or the combination of both, does someone else noticed something similar ?
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby coilbook » Sun Dec 09, 2018 7:48 pm

coilbook Sun Dec 09, 2018 7:48 pm
dear otoy I am still getting this error

the total count of GPUs used locally and over the network exceeds 20. ignoring slave xxxxxxxx-847 (7) with 5 device(s).


even though total gpu count is 20. Going to network and rechecking all slaves sometimes fixes this problem/ Why do i have to do every time I restart max
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