OctaneRender™ 2020.1 RC1 [superseded by 2020.1 RC2]

Forums: OctaneRender™ 2020.1 RC1 [superseded by 2020.1 RC2]
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby funk » Thu Mar 05, 2020 12:10 pm

funk Thu Mar 05, 2020 12:10 pm
wallace wrote:I had a look into this and it seems like it's a general path tracing problem, it's not really good at tracing indirect rays and hitting the sun.


Thanks for looking into it. Too bad... Hopefully it's something you guys can look into some day? Not sure if its possible, but maybe something like a "GI Clamp" for refractions?

I noticed even the denoiser doesn't handle it well. Would more training with scenes like this help?
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby wallace » Thu Mar 05, 2020 7:43 pm

wallace Thu Mar 05, 2020 7:43 pm
funk wrote:
wallace wrote:I had a look into this and it seems like it's a general path tracing problem, it's not really good at tracing indirect rays and hitting the sun.


Thanks for looking into it. Too bad... Hopefully it's something you guys can look into some day? Not sure if its possible, but maybe something like a "GI Clamp" for refractions?

I noticed even the denoiser doesn't handle it well. Would more training with scenes like this help?


GI clamp does work on all indirect rays, so that includes refraction.

The problem here is that the sun is bright white, while the majority would hit the blue skin and occasionally hitting the white sun, that contrast would create fireflies pretty easily even with your lowered 10.0 GI clamp.

To show GI clamp does work on refraction rays, you can further lower it to 1.0 and use the denoiser to see the difference, I have attached an image of what difference it would make. (I'm not advocating for the user of 1.0 GI clamp here but I'm just showing that you can tweak it a bit more to lower the the variance of the input to the denoiser until you get a more desirable result).
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glass_giclamp_sun.png
GI clamp in glass scene
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby funk » Fri Mar 06, 2020 10:23 am

funk Fri Mar 06, 2020 10:23 am
wallace wrote:To show GI clamp does work on refraction rays, you can further lower it to 1.0 and use the denoiser to see the difference, I have attached an image of what difference it would make. (I'm not advocating for the user of 1.0 GI clamp here but I'm just showing that you can tweak it a bit more to lower the the variance of the input to the denoiser until you get a more desirable result).


You seem to have edited the scene in other ways though... (possibly using a different internal build too?)

I'm not getting the same results with gi clamp of 1.0 and denoising, even at 100k samples.

EDIT: See my next post for more info and tests in 2019.1.5

glass_noise_100k_spx.png
Attachments
glass_noise_sun_002.orbx
(280.51 KiB) Downloaded 193 times
Last edited by funk on Sat Mar 07, 2020 3:20 pm, edited 2 times in total.
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby BorisGoreta » Sat Mar 07, 2020 9:59 am

BorisGoreta Sat Mar 07, 2020 9:59 am
Dirt node is immediately crashing render slave which has 4 "normal" GPUs and 1 RTX GPU.
Is there a way to disable RTX on render slaves ?
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby funk » Sat Mar 07, 2020 2:45 pm

funk Sat Mar 07, 2020 2:45 pm
Wallace, there is definitely something wrong with 2020.1 RC1. I tried this in 2019.1.5. I adjusted the glass material so it has 0.01 roughness (which helps a lot), while using gi clamp of 1.0.

In 2019.1.5 I start seeing a clean result pretty quickly. In 2020.1 RC1, the noise doesnt cleans up.
NOTE: As far as I can tell, testing this scene in 2019.1.5, GI clamp doesnt work if the material roughness is set to 0. So I'm thinking GI clamp isnt working at all in 2020.1 RC1, even when roughness is 0.01

I have attached the edited scene (I saved it from 2019 this time), and rendered in both 2019/2020

glass_noise_2019_vs_2020.png


I'm not quite sure why the render stats/time looks so different between 2019 and 2020 in my screenshot.

When you look at this again, after fixing the 2020 RC1 issue, can you look into why GI clamp doesnt work at all when roughness is 0?
Attachments
glass_noise_sun_003.orbx
(280.4 KiB) Downloaded 191 times
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby noldo » Sat Mar 07, 2020 2:57 pm

noldo Sat Mar 07, 2020 2:57 pm
Are you using visible environment?
In 2020.1.x importance sampling on visible environment seems broken (bug?)
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby funk » Sat Mar 07, 2020 3:05 pm

funk Sat Mar 07, 2020 3:05 pm
noldo wrote:Are you using visible environment?


No
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby divasoft » Sun Mar 08, 2020 2:25 pm

divasoft Sun Mar 08, 2020 2:25 pm
Hi guys, i found weird glass behavior. I can't see fog volume through lens glass. It's a bug or limitation? it will be fixed in future releases?
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby mojave » Sun Mar 08, 2020 8:07 pm

mojave Sun Mar 08, 2020 8:07 pm
BorisGoreta wrote:Dirt node is immediately crashing render slave which has 4 "normal" GPUs and 1 RTX GPU.
Is there a way to disable RTX on render slaves ?


Thank you for reporting this, we will look into it.

Regarding to your question, same as with other device settings this can be configured using the standalone device settings dialog but also specifying disableRtxin your octane_log_flags.txt file.
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Re: OctaneRender™ 2020.1 RC1 [latest 2020.1.x]

Postby BorisGoreta » Sun Mar 08, 2020 9:53 pm

BorisGoreta Sun Mar 08, 2020 9:53 pm
Could you please tell me how exactly do I disable RTX on the node ?

Firstly I don't have standalone installed on it, only the slave. Secondly I don't know where to find the octane_log_flags.txt file.

Thanks !
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