OctaneRender™ 2019.1 XB1

Forums: OctaneRender™ 2019.1 XB1
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Re: OctaneRender™ 2019.1 XB1

Postby calus » Tue May 21, 2019 6:23 pm

calus Tue May 21, 2019 6:23 pm
milanm wrote:Regarding my huge post about normal mapping issues, in the mean time, I've made some progress implementing normal mapping FROM SCRATCH using OSL.

Here's a video demonstrating some of the improvements to diffuse shading. I am simply using view direction to gradually reduce intensity of normal maps only in problem areas. The results are surprisingly good so far. In real world tests overall normal maps appear more "3D" (for lack of a better term) compared to what we have now using material normal map pin only.

I'm now adding more features to this OSL script and I'll be posting it here on the forums along with a bunch of other useful utility scripts for working with normal maps.



Also here's a research paper that offers a microfacet-based approach to solving this issue.
https://blogs.unity3d.com/2017/10/02/microfacet-based-normal-mapping-for-robust-monte-carlo-path-tracing/

Cheers
Milan

WOW, Milan that's very impressive, fixing Octane's normal map bug/limitation with OSL, you are my hero man !
And you even found an Algorithme for Otoy to actually fix it in Octane core Haha (I mean instead of the way it was supposedly "fixed" years ago by reducing normal map amplitude to 90 degres instead of 180)
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Re: OctaneRender™ 2019.1 XB1

Postby coilbook » Wed May 22, 2019 6:26 pm

coilbook Wed May 22, 2019 6:26 pm
Hi otoy,
Is there a reason for GPUs not to be at 100% load al lthe time? I noticed when only 20-30% of the noise left to render GPUs load drops to 20-30%

Shouldn't you keep it at 100% all the time to finish faster even when 20-30% noise left on the screen?

Thanks
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Thu May 23, 2019 11:22 pm

Notiusweb Thu May 23, 2019 11:22 pm
I don't know when this occurred, but seeing that Object Layer Map node in this version does not have the grey 'Object Layer' pin.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Sat May 25, 2019 12:56 am

Notiusweb Sat May 25, 2019 12:56 am
Let me add 2 things to a wish list:
1) A quick post process blur, also a radial lens blur would be cool - I know there is a filter, but it restarts the render...am thinking something cheap and superficial that could be animated frame by frame as well.
2) Some kind of slider or midway point between Static Noise "On/Off" - would be cool if you could reduce noise in a moving part by adjusting a tiny touch back in to the static.

And I'll add a 3rd as well -

3) Free complimentary RTX GPUs for every member of this forum, 'on the house', by NVidia!!!
Because we DESERVE it, and NVidia LOVES us !!!

Thank you.
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Re: OctaneRender™ 2019.1 XB1

Postby Despot » Tue May 28, 2019 9:00 pm

Despot Tue May 28, 2019 9:00 pm
A little more than a couple of days left on the XB1 license again - I'm hoping you're going to extend a further couple of weeks ?
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Re: OctaneRender™ 2019.1 XB1

Postby Despot » Wed May 29, 2019 7:55 pm

Despot Wed May 29, 2019 7:55 pm
Come on guys, add some more days to XB1 build please, this is twice that it's gonna run out... ;)
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Thu May 30, 2019 2:20 am

Notiusweb Thu May 30, 2019 2:20 am
I found something last second maybe.

When you import FBX, it will ONLY import with materials if "Merge Materials With Same Name" is checked....
And the other problem is that even if unchecked, the mesh has nodes still as if they were merged....

So:
1) "Merge Materials With Same Name" is checked = comes in with materials, but they are merged which cancels out option to independently manage the mesh materials separate from eachother
2) "Merge Materials With Same Name" unchecked =comes in with NO materials, AND they are **still** merged, which still cancels out option to independently manage the mesh materials separate from eachother
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