OctaneRender™ 2019.1 XB1

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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calus
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Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

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/mi ... h-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)
Pascal ANDRE
coilbook
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Posts: 3032
Joined: Mon Mar 24, 2014 2:27 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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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

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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Notiusweb
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Joined: Mon Nov 10, 2014 4:51 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.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
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Despot
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Posts: 130
Joined: Tue Jan 10, 2017 3:19 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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Despot
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Posts: 130
Joined: Tue Jan 10, 2017 3:19 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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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 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
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
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