OctaneRender™ 2019.1 XB2

Forums: OctaneRender™ 2019.1 XB2
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Re: OctaneRender™ 2019.1 XB2 [latest 2019.1.x]

Postby nejck » Sat Jul 06, 2019 9:46 pm

nejck Sat Jul 06, 2019 9:46 pm
You guys have totally figured out what I meant, how awesome! :) It would be really great to have Mix Textures in Octane for sure. Thanks for the "heads up", Lino! :)
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Re: OctaneRender™ 2019.1 XB2 [latest 2019.1.x]

Postby Notiusweb » Sun Jul 07, 2019 1:17 am

Notiusweb Sun Jul 07, 2019 1:17 am
I always find Multiply and Addition quite useful, but I would LOVE to have some equivalent of Overlay. But I understand this involves layering position, as opposed to just a binary if-then decision like Multiply and Addition have.
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Re: OctaneRender™ 2019.1 XB2 [latest 2019.1.x]

Postby Notiusweb » Sun Jul 07, 2019 12:09 pm

Notiusweb Sun Jul 07, 2019 12:09 pm
Notiusweb wrote:
FrankLIU wrote:
Notiusweb wrote:Hot Pixel Removal working when no-sampling or sub-sampling active.
Hot Pixel Removal NOT working when up-sampling active.

THX


Hey Notusweb,

Can you please share me that scene and let me do a debug?

Thanks a lot

Frank


Here you go:
PBR_Basic.HotPixel.orbx

HotPix_1.jpg


It is very simple, uses Path Tracing, Transmission, and low sample target to make it more obvious.
When no-sampling or sub-sampling, Hot Pixel slider affects the scene, reducing the hot pixels.
When up-sampling, Hot Pixel slider does not affect the scene, the hot pixels are not affected at all.

One can, yes, increase sample amount to make it a moot point, since hot pixels ultimately render away.
But ideally would like to see it work with up-sampling to maximize the awesome speed benefit.

THX!!!


Otoy team- were you able to fix Hot Pixel not working when up-sampling used for next release, THX!
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Re: OctaneRender™ 2019.1 XB2 [latest 2019.1.x]

Postby funk » Mon Jul 08, 2019 1:51 pm

funk Mon Jul 08, 2019 1:51 pm
The denoiser seems to be broken compared to 2018

I rendered the same scene in 2018 and 2019, to about 300 samples so you can compare the denoised result

2018 looks nice and clean.

room_bad_denoise_2018_good.png



2019 has lots of blurry details, with some "double" lines. Its almost like some of the hidden render passes are offset by a few pixels, so its confusing the denoiser

room_bad_denoise_2019_bad.png


I will send the scene to haze via PM
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Re: OctaneRender™ 2019.1 XB2 [latest 2019.1.x]

Postby funk » Mon Jul 08, 2019 2:01 pm

funk Mon Jul 08, 2019 2:01 pm
I also enabled the AI upsampler on the above scene (set to 4x4 up sampling, with "on completion" disabled)

It breaks the denoised output (looks dark)

bad_ai_upsampled_denoiser.jpg
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Re: OctaneRender™ 2019.1 XB2 [latest 2019.1.x]

Postby cirasa » Tue Jul 09, 2019 1:09 pm

cirasa Tue Jul 09, 2019 1:09 pm
in displacement vertex it is possible to deactivate the smooth subdivision? subdivision bilinear it's possible?
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Re: OctaneRender™ 2019.1 XB2

Postby sethRichardson » Tue Jul 09, 2019 9:30 pm

sethRichardson Tue Jul 09, 2019 9:30 pm
Seems to be an issue with edge rounding in XB2. It's doing much better than the old but let me show you this issue.

There seems to be some weird flaring in the width and the normals look off on it.

The bump issues from previous versions are still present in 2019. Could you guys please look into it? By bump issues I mean if you are working to scale on smaller objects the bump mapping is very bad, low detail. But if you scale the object up to be pretty large and not to real world scale bump mapping is fine. This also includes the gross faceting that still happens with fine bumps on objects that have curvature to them.
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Roundededges.PNG
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Re: OctaneRender™ 2019.1 XB2

Postby linograndiotoy » Wed Jul 10, 2019 3:01 pm

linograndiotoy Wed Jul 10, 2019 3:01 pm
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