OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]

Forums: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
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Re: OctaneRender™ 2020.1 XB1

Postby Elvissuperstar007 » Sun Dec 29, 2019 3:09 pm

Elvissuperstar007 Sun Dec 29, 2019 3:09 pm
your model has bad eyes
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alpha_random_walk.jpg (77.22 KiB) Viewed 236 times
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Re: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]

Postby Lewis » Tue Dec 31, 2019 1:54 pm

Lewis Tue Dec 31, 2019 1:54 pm
Hi DEVs,

First of all thanks for BUG fixes form XB1 (both of my bugs are fixed now :))

Although I have some questions about Hosek-Eilkie Sun system,
For better explanation I'm sending short video to show the problem/confusion so maybe someone from DEVs could jump in and explain what is going on there, why does new sun model so drastically change reflections in my scene.
Is this new behavior correct ?

Here is the video and ORBX scene and video.

Thanks and Happy NY :).
Attachments
RTX_Velvet_Glass_BUG.rar
ORBX scene file
(21.52 MiB) Downloaded 8 times
Octane2020_XB2_Hosek-Wilkie_daylight_video.rar
Short Video with explanation
(33.21 MiB) Downloaded 15 times
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Re: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]

Postby karu » Sun Jan 05, 2020 9:12 pm

karu Sun Jan 05, 2020 9:12 pm
Lewis wrote:Hi DEVs,

First of all thanks for BUG fixes form XB1 (both of my bugs are fixed now :))

Although I have some questions about Hosek-Eilkie Sun system,
For better explanation I'm sending short video to show the problem/confusion so maybe someone from DEVs could jump in and explain what is going on there, why does new sun model so drastically change reflections in my scene.
Is this new behavior correct ?

Here is the video and ORBX scene and video.

Thanks and Happy NY :).


Hi Lewis,

Thanks for the explanation of the difference you're seeing - the scene and video are really helpful. I think the result you're seeing is correct. The reflection is dim, but visible on a black background. On a bright sky background the reflection is overwhelmed by the brightness of the sky. This doesn't appear to be related to the daylight model chosen - I can get the same reflection effect using the Octane daylight model if I adjust the ground angles so that the relevant part of the sky is black. I can also see the reflection by changing the glass railing to a diffuse black material.
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Re: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]

Postby Lewis » Mon Jan 06, 2020 9:42 am

Lewis Mon Jan 06, 2020 9:42 am
Thanks for answer karu, I suspected it might be ok due hemisphere vs full sphere but i just wasn't sure. Thanks for explanation/confirmation.
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Re: OctaneRender™ 2020.1 XB1

Postby andrey.krivulya » Wed Jan 15, 2020 6:43 am

andrey.krivulya Wed Jan 15, 2020 6:43 am
mojave wrote:
Hi @andrey.krivulya

Your issue has been fixed. Unfortunately it didn't make it into 2020.1 XB2 but it will be included in the next build.

For now just so you are aware this was an issue related to autofocus, so disabling it from your scene should not fix it completely but mitigate it significantly.

Thank you.


Hi, @mojave

Thank you for this fix.
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Re: OctaneRender™ 2020.1 XB1

Postby mojave » Tue Jan 21, 2020 8:04 pm

mojave Tue Jan 21, 2020 8:04 pm
funk wrote:
funk wrote:OTOY team, can you please post a sample file for those Vectron Volume screenshots? I can't figure out how its done.


I know you guys are probably really busy, but is it possible to get a sample file showing us how Vectron Volumes are created?


We have updated the section regarding vectron volumes in the initial post with Lua script you can use as reference.
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Re: OctaneRender™ 2020.1 XB1

Postby funk » Wed Jan 22, 2020 2:32 pm

funk Wed Jan 22, 2020 2:32 pm
mojave wrote:
funk wrote:
funk wrote:OTOY team, can you please post a sample file for those Vectron Volume screenshots? I can't figure out how its done.


I know you guys are probably really busy, but is it possible to get a sample file showing us how Vectron Volumes are created?


We have updated the section regarding vectron volumes in the initial post with Lua script you can use as reference.


Thanks. I don't think anyone could have come up with this without an example script :) I hope this process will be simplified with a built in node that converts vectrons to volumes.

I don't even think my plugin (for modo) supports lua scripts
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