OctaneRender™ 2019.2 XB1

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Re: OctaneRender™ 2019.2 XB1

Postby rohandalvi » Tue Aug 06, 2019 4:51 am

rohandalvi Tue Aug 06, 2019 4:51 am
The hair shader needs a few extra parameters.

Namely, melanin randomisation and specular randomisation.

Also, taking melanin value all the way to 1 doesn’t turn the hair black. It just goes till a deep brown. And the philomelenin doesn’t seem to have any effect on the redness of the hair colour.

I’ll post a few images in a while.

Regards
Rohan
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Re: OctaneRender™ 2019.2 XB1

Postby funk » Tue Aug 06, 2019 6:53 pm

funk Tue Aug 06, 2019 6:53 pm
CUDA crash when enabling rounded edges + texture displacement

I posted this on the 2019.1 RC3 thread, but it crashes 2019.2 XB1 as well

viewtopic.php?p=366992#p366992

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Re: OctaneRender™ 2019.2 XB1

Postby haze » Tue Aug 06, 2019 8:14 pm

haze Tue Aug 06, 2019 8:14 pm
rohandalvi wrote:There is an issue with the new SSS. With Daz models the skin is broken into multiple sections, Face, Torso, Arms and legs. So you need different shaders for each section to setup the full skin.

In 2019.2 I can see a visible seam between the two shaders. This wasn't happening before.

I'm attaching a very simple orbx to demonstrate the issue.

regards
Rohan


You should modify your RW Bias until you can't see the seam anymore.
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Re: OctaneRender™ 2019.2 XB1

Postby haze » Tue Aug 06, 2019 8:51 pm

haze Tue Aug 06, 2019 8:51 pm
Despot wrote: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


Fixed for next release.
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Re: OctaneRender™ 2019.2 XB1

Postby haze » Tue Aug 06, 2019 9:05 pm

haze Tue Aug 06, 2019 9:05 pm
mojave wrote:
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.


Arturo has fixed 1) above.
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Re: OctaneRender™ 2019.2 XB1

Postby mojave » Tue Aug 06, 2019 9:22 pm

mojave Tue Aug 06, 2019 9:22 pm
funk wrote:CUDA crash when enabling rounded edges + texture displacement

I posted this on the 2019.1 RC3 thread, but it crashes 2019.2 XB1 as well

viewtopic.php?p=366992#p366992

Image


Thank you, this will be fixed in all versions.
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Re: OctaneRender™ 2019.2 XB1

Postby linograndiotoy » Wed Aug 07, 2019 11:01 am

linograndiotoy Wed Aug 07, 2019 11:01 am
Hi,

The Thin Wall option is producing no effect in the Universal Material (works perfectly for the Specular Material).

Thanks!
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Re: OctaneRender™ 2019.2 XB1

Postby Notiusweb » Thu Aug 08, 2019 1:39 am

Notiusweb Thu Aug 08, 2019 1:39 am
haze wrote:
rohandalvi wrote:There is an issue with the new SSS. With Daz models the skin is broken into multiple sections, Face, Torso, Arms and legs. So you need different shaders for each section to setup the full skin.

In 2019.2 I can see a visible seam between the two shaders. This wasn't happening before.

I'm attaching a very simple orbx to demonstrate the issue.

regards
Rohan


You should modify your RW Bias until you can't see the seam anymore.


I come across seams sometimes, what is a RW bias?
(Never came across that expression before.)

Update- I looked online for “RW Bias”, I cannot find it.
Then I looked at the poster’s pictures and it said Random Walk SSS.
So “RW bias” means “Random Walk strength/amount”.
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Re: OctaneRender™ 2019.2 XB1

Postby funk » Sat Aug 10, 2019 6:32 pm

funk Sat Aug 10, 2019 6:32 pm
wallace wrote:In addition to random walk, we have modified our old media so that you can provide any texture as input to scattering/absorption textures.


I was testing this out with a checks texture and couldn't get it to work until I used a MESH UV projection. All other projections just produce a solid color instead. Will other projections be supported?
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Re: OctaneRender™ 2019.2 XB1

Postby Despot » Sun Aug 11, 2019 12:39 pm

Despot Sun Aug 11, 2019 12:39 pm
funk wrote:
wallace wrote:In addition to random walk, we have modified our old media so that you can provide any texture as input to scattering/absorption textures.


I was testing this out with a checks texture and couldn't get it to work until I used a MESH UV projection. All other projections just produce a solid color instead. Will other projections be supported?


Raised this a couple of weeks ago and it's being fixxed for the next release. See below...

haze wrote:
Despot wrote: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


Fixed for next release.
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