OctaneRender™ 2019.1 XB1

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Re: OctaneRender™ 2019.1 XB1

Postby Jolbertoquini » Sat Mar 23, 2019 12:23 pm

Jolbertoquini Sat Mar 23, 2019 12:23 pm
Jolbertoquini wrote:Hi Guys,

Thank you very much for such great features, I love it the new round edges and displacement so far so great.
Here a scene I have one issue Octane crashes when I use Motion Blur with Displacement .

funny thing is I can see is working :) cause sometimes I can preview the result and is not bad at all.

Anyway thanks again!!!

Cheers,
JO


Hi Guys anything on this? Motion Blur with vertex displacement is about to come? is normal is crashing? any information about it?

Thanks again for displacement I'm really happy with the new is just Rocks when you know the settings! here the Dino from the other scene way better. with SSS now! you rocks Guys!

Cheers,
JO
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Sat Mar 23, 2019 1:55 pm

Notiusweb Sat Mar 23, 2019 1:55 pm
Hey Otoy - if you are in fact tweaking the Denoising, and it causes some differences between 2018 and 2019, maybe this reveals a greater opportunity.
Understand that you have it as an all-in-one solution, perhaps there will be use-case limitations for certain situations where it looks worse in 2019 vs 2018, and then other situations where it looks better in 2019 vs 2018.

So - maybe introduce, like the Old/New/Nishita Daylight models, variant models of Denoising to suit different rendering scenarios (ie different specular, transmission, lighting scenarios)

"AI" in itself will ultimately function on an if-then command subset at the most basic level, and it, in fact, can "get it wrong" in trying to do so.
In Biology, for example, "Instinct", which is a rehearsed biological command subset for given situations, will yes reveal errors/glitches under certain situations.
Thus, we see different species exploiting or failing from varying success rates on the instinct command subset they possess.

Denoising Blend is a great tool, it is awesome. But it is only working with one model of denoising. So, maybe give us a couple different models to choose from, will make the product more versatile.
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Re: OctaneRender™ 2019.1 XB1

Postby pixym » Sat Mar 23, 2019 3:43 pm

pixym Sat Mar 23, 2019 3:43 pm
Just curious about the lack of rounded edges where mentionned in my attachement.
Can I have an explanation ?
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roundedness.png
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Re: OctaneRender™ 2019.1 XB1

Postby Timmaigh! » Sat Mar 23, 2019 5:44 pm

Timmaigh! Sat Mar 23, 2019 5:44 pm
I assume RTX is not in use yet, since its not feature-listed, right? Additionally, i tried to render same scene i worked on recently, on both 2019 and 4.02, very simple bathroom render, and its actually significantly faster with 4.02 than 2019.1 XB1, 20-22Ms to 27-31Ms...

Regarding denoiser, has been the blurring it introduced on specular surfaces, at least in earlier 2018.1 versions, dealt with? I mean, if i had a glass wall and interior behind it, the interior/textures behind it would be very blurry.
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Re: OctaneRender™ 2019.1 XB1

Postby galleon27 » Sat Mar 23, 2019 9:34 pm

galleon27 Sat Mar 23, 2019 9:34 pm
There is an issue with vertex displacement. It acts differently on different file formats. Both renders use the same material.
The model was exported from Houdini.
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vertex_disp.jpg
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Re: OctaneRender™ 2019.1 XB1

Postby mr_d_wilks » Sun Mar 24, 2019 6:42 am

mr_d_wilks Sun Mar 24, 2019 6:42 am
is it just me or is speed getting significantly worse for Maxwell generation?

I'm using the benchmark_data from the version 4.0 download page. Command run is "octane --benchmark". My setup is three GTX 980 Ti.

ver 4.0.2_1 : 490
ver 2018.1 : 456
ver 2019.1_xb1 : 397

So is it just me or is this really a lot slower?

Thanks,
Doug
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Re: OctaneRender™ 2019.1 XB1

Postby linograndiotoy » Sun Mar 24, 2019 1:24 pm

linograndiotoy Sun Mar 24, 2019 1:24 pm
galleon27 wrote:There is an issue with vertex displacement. It acts differently on different file formats. Both renders use the same material.
The model was exported from Houdini.


My feeling is that in one of the 2 cases the object UV gets exported vertically flipped. Not an Octane issue, more one in the Houdini export.
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Re: OctaneRender™ 2019.1 XB1

Postby galleon27 » Sun Mar 24, 2019 2:52 pm

galleon27 Sun Mar 24, 2019 2:52 pm
linograndiotoy wrote:
galleon27 wrote:There is an issue with vertex displacement. It acts differently on different file formats. Both renders use the same material.
The model was exported from Houdini.


My feeling is that in one of the 2 cases the object UV gets exported vertically flipped. Not an Octane issue, more one in the Houdini export.


Yea i don't think that is the problem. The uv is the same. I'll pm you the scene just in case.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Sun Mar 24, 2019 4:17 pm

Notiusweb Sun Mar 24, 2019 4:17 pm
Regarding the Denoiser and the pink twinklets I had, one of the reason I now see is that Universal is not handling Transmission as well as Diffuse does.
Somehow it is not handling the combo of any specularity with Transmission:

1) Diffuse w/Transmission
Pink_PT_Diffuse.0.jpg


Diffuse = No Transmission artifacts
Pink_PT_Diffuse.1.jpg



2) Universal w/Transmission

Pink_PT_Universal.0.jpg


Universal = Transmission artifacts
Pink_PT_Universal.1.jpg



3) Thankfully, with the addition of Layered Material, I can arrange a compromise, a Layered Diffuse with a Specular Layer that can give this - full SSS with full specularity (unlike Mix Material), and almost no Transmission artifacts

Pink_PT_Layered.0.jpg


Layered Diffuse + Specular = Almost No Transmission artifacts, with specular
Pink_PT_Layered.1.jpg


4) Or, I can even keep the Universal as the Base layer having Specularity, but then turn off the Transmission....and then Layer a Diffuse on top of that with Transmission, which gives me this

Layered Universal (w/spec) + Diffuse = Almost No Transmission artifacts, with Transmission in Specular
Pink_PT_Layered.3.jpg



I have no idea what is accurate or not, but it looks cool and has no artifacts!


So, in summary:
1 - Universal w/Specular + Transmission gives artifacts, and
2 - the 2019 Denoiser is more prone to showcasing these artifacts than 2018 Denoiser was.
3 - Layered Material offers ways avoiding the artifacts, which will bypass the 2019 Denoiser's tendancy to showcase them

** I personally feel like the 2019 Denoiser is almost too heavy with the blurring, but whatever, I can slide the Blend to what I like.
I do prefer the way the 2018 one kept detail in situations I have come across thus far, but I admit have not done any volume stuff really.... Thus, the 'value-add' of an improved volume denoising, to me, is just a heavier blur that takes away more detail. And AI is not going to fix this, it just does the denoising as it was told to do given the scene I am rendering. It will not figure out a better way to denoise it after successive restart of the render.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Sun Mar 24, 2019 4:46 pm

Notiusweb Sun Mar 24, 2019 4:46 pm
I know what Otoy did now with the 2019 denoiser, running some tests myself -
What they did is use a higher sample rate when comparing the performance improvement.

So - in scenes with less samples, the 2018 did better at maintaining detail vs 2019.
But, in scenes with higher samples, the 2019 does better in eliminating blotchy artifacts vs 2018.
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