OctaneRender™ 2019.1 XB1

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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Fri Mar 22, 2019 1:13 pm

Notiusweb Fri Mar 22, 2019 1:13 pm
Look at this, some kind of white dots on a Diffuse material-
it's that same sphere scene I was doing with Displacement, except I made the Blue Sphere a plain Diffuse Sphere.

For some reason, adjusting the Roughness and Specular amounts on the yellow sphere (which has glossiness) produces corresponding white dots on the Blue Sphere (which is Diffuse, with no gloss).
I see it gets the yellow GI from the Yellow Sphere, which is expected, but why the white dots?

It is Diffuse, I say!....
Such indignation!...
I dare say Octane-V2 would probably be spinning in its grave if it would hear of such mischief!...

But, weird thing too is that if you raise the render target's Max Samples (ie from 50 to 1,000), it produces **more** dots, where you might think it would have resolved them.
Play with the Yellow sphere's Specular and Roughness, and watch the white dots respond on the diffuse Blue Sphere.

DiffuseDots_1.jpg




DiffuseDots_2019_XB1_01.orbx
(8.65 MiB) Downloaded 240 times

THX again!
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Fri Mar 22, 2019 3:08 pm

Notiusweb Fri Mar 22, 2019 3:08 pm
:?: in the slides video, right before it goes to XB2 stuff, it shows 4x Super Sampling.
Is this currently in XB1, and if so, is it on by default? Does it turn on and off?

Thx!
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Fri Mar 22, 2019 4:53 pm

Notiusweb Fri Mar 22, 2019 4:53 pm
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Re: OctaneRender™ 2019.1 XB1

Postby rohandalvi » Fri Mar 22, 2019 5:29 pm

rohandalvi Fri Mar 22, 2019 5:29 pm
Really like playing with the new displacement.

Spent the day building a fully procedural cliff and ocean.

regards
Rohan
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cliffs1.png
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Fri Mar 22, 2019 5:54 pm

Notiusweb Fri Mar 22, 2019 5:54 pm
Here is a difference between the Old 2018 Denoiser and the New 2019 Denoiser.
Same exact scene, as in same file, settings...

Same file, created in 2018, with Denoiser in both at 0.163 Blend, 55 s/px

Apparently the 2019 denoiser is hitting the image harder, affecting detail differently and introducing artifacts compared to what you would have got in 2018.
Look at skin in 2019 (less detail than in 2018) and above eyes (white dot artifacts in 2019 that were not present in 2018).

2018
PT_DNS_2018.png


2019
PT_DNS_2019.png


So it is not identical if you open a scene from having denoised in 2018. You might have to increase amount on the blend slider to get what you would have otherwise got in 2018.
Maybe fluffy volumes render faster yes, but at a cost to other stuff being denoised.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Fri Mar 22, 2019 6:30 pm

Notiusweb Fri Mar 22, 2019 6:30 pm
Here is a simpler Denoiser difference scene, using a Vectron.
Open in 2018, and then open in 2019 if you want to see:

DenoiserDiff_01.orbx
(72.53 KiB) Downloaded 221 times




You get this in 2018
PinkPT_DNS_2018.png



And with same denoiser settings, get this in 2019
PinkPT_DNS_2019.png



It's not the detail that concerns me, it's the pink Transmission twinklets in 2019 that almost appear to be 2019-Denoiser artifacts.
(And no, I can't hot-pixel them away, they are still there.)
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Re: OctaneRender™ 2019.1 XB1

Postby Iceman9 » Fri Mar 22, 2019 6:37 pm

Iceman9 Fri Mar 22, 2019 6:37 pm
If I understand... 2019 is using the new update of Nvidia Optix. The Optix uses AI, which learns over time. So I think we should be cautious to make conclusions about the new Optix and Otoy’s new deployment of it...at such an early stage. How the de-noising performs is likely to change as Nvidia tweaks API and as new version "learns."
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Fri Mar 22, 2019 8:16 pm

Notiusweb Fri Mar 22, 2019 8:16 pm
Iceman9 wrote:If I understand... 2019 is using the new update of Nvidia Optix. The Optix uses AI, which learns over time. So I think we should be cautious to make conclusions about the new Optix and Otoy’s new deployment of it...at such an early stage.


Optix?! That means MDL in Octane!!! :o
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Re: OctaneRender™ 2019.1 XB1

Postby Iceman9 » Sat Mar 23, 2019 3:50 am

Iceman9 Sat Mar 23, 2019 3:50 am
rohandalvi wrote:Really like playing with the new displacement.

Spent the day building a fully procedural cliff and ocean.

regards
Rohan



This is great work, Rohan. It looks like you had a fun day! So I suppose that you built this from just two planes and all the magic is done with materials featuring displacement?
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Re: OctaneRender™ 2019.1 XB1

Postby divasoft » Sat Mar 23, 2019 5:50 am

divasoft Sat Mar 23, 2019 5:50 am
jobigoud wrote:
rohandalvi wrote:And since I'm very shamelessly asking for stuff, can we have custom bokeh shapes. Pleeeaaaseeee :D

You can use the aperture texture. Create a black and white mask of the shape of the aperture, where white is passthrough and black opaque, and set it as the aperture texture. Think of it as a cardboard cutout you would place in front of the lens. The bokeh will take that same shape. Use projection mode "OSL delayed UV" on the texture.

it would be cool if we can use colored aperture textures for create aberration effect.
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