OctaneRender™ 2019.2 XB1

Forums: OctaneRender™ 2019.2 XB1
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Re: OctaneRender™ 2019.2 XB1

Postby Despot » Thu Aug 01, 2019 5:23 pm

Despot Thu Aug 01, 2019 5:23 pm
There is an issue with map projection when using a texture to control Albedo in the new Random Walk SSS node.

The only projection type that seems to be working is 'MeshUV'

Other types such as Box, Spherical etc don't seem to function.

Tested using a heavy, geometric pattern (very obvious) and switching from MeshUV to Box just kills the texture. Tried varying degrees of scale, nothing helps.

Be interesting to know if anybody else gets this
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Re: OctaneRender™ 2019.2 XB1

Postby mojave » Thu Aug 01, 2019 8:10 pm

mojave Thu Aug 01, 2019 8:10 pm
abayliss wrote:Two things I have observed while messing around with 2019.2 XB1.

1. Having AI light and RTX enabled at the same time results in a CUDA error.

2. Adaptive sampling seems to cap out at around 120 M/sec for me when I have RTX enabled. This may be an edge case, but I ended up with an adaptive sampling enabled render that started off almost 3x as fast with RTX enabled, but was then overtaken and completed in ~ half the time by the exact same render with RTX disabled.


Thank you for the reports, we were aware of 1) but will add 2) to our checklist and both should be fixed in the next release.
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Re: OctaneRender™ 2019.2 XB1

Postby coilbook » Fri Aug 02, 2019 1:02 pm

coilbook Fri Aug 02, 2019 1:02 pm
Hi
1. I have ten cards in one server. Can I connect each pair of cards with 5 nvlinks therefore doubling my vram? Thanks

2. Also will RT cores help with specular material We have water pouring into clear glass and it is taking forever even with a lot of GPUs ?
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Re: OctaneRender™ 2019.2 XB1

Postby divasoft » Sat Aug 03, 2019 6:43 am

divasoft Sat Aug 03, 2019 6:43 am
coilbook wrote:Hi
1. I have ten cards in one server. Can I connect each pair of cards with 5 nvlinks therefore doubling my vram? Thanks

2. Also will RT cores help with specular material We have water pouring into clear glass and it is taking forever even with a lot of GPUs ?

Try to set GI clamp to 5 for clear specular.
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Re: OctaneRender™ 2019.2 XB1

Postby divasoft » Sat Aug 03, 2019 8:29 am

divasoft Sat Aug 03, 2019 8:29 am
Is it likely that we will get rich functionality like vray instead cheap add and multiply nodes?
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Re: OctaneRender™ 2019.2 XB1

Postby coilbook » Sat Aug 03, 2019 11:31 am

coilbook Sat Aug 03, 2019 11:31 am
divasoft wrote:
coilbook wrote:Hi
1. I have ten cards in one server. Can I connect each pair of cards with 5 nvlinks therefore doubling my vram? Thanks

2. Also will RT cores help with specular material We have water pouring into clear glass and it is taking forever even with a lot of GPUs ?

Try to set GI clamp to 5 for clear specular.



Thanks. We have to use AO to render. Path tracing is even slower
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Re: OctaneRender™ 2019.2 XB1

Postby wallace » Sun Aug 04, 2019 9:50 pm

wallace Sun Aug 04, 2019 9:50 pm
Notiusweb wrote:Wallace - can we get an Opacity channel for the Hair shader?
I like it a lot, but I would like to use it for Transparency based hair meshes!

THX!

Also - Normal/Bump?


Yep, I can add those in no problem.
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Re: OctaneRender™ 2019.2 XB1

Postby mojave » Sun Aug 04, 2019 10:57 pm

mojave Sun Aug 04, 2019 10:57 pm
divasoft wrote:Something breaks when I turn on RTX


The issue with your scene has been found and will be fixed in the next release. Thank you for the report.
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Re: OctaneRender™ 2019.2 XB1

Postby Notiusweb » Mon Aug 05, 2019 2:45 am

Notiusweb Mon Aug 05, 2019 2:45 am
wallace wrote:
Notiusweb wrote:Wallace - can we get an Opacity channel for the Hair shader?
I like it a lot, but I would like to use it for Transparency based hair meshes!

THX!

Also - Normal/Bump?


Yep, I can add those in no problem.


:shock: :shock: :P :P
YEY!!!!
THX!

If we then get a 1.5x up-sampling mode, my Octane will be complete!!!!
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Re: OctaneRender™ 2019.2 XB1

Postby divasoft » Mon Aug 05, 2019 4:26 am

divasoft Mon Aug 05, 2019 4:26 am
mojave wrote:
divasoft wrote:Something breaks when I turn on RTX


The issue with your scene has been found and will be fixed in the next release. Thank you for the report.

it's a great news)
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