OctaneRender™ 2020.2 XB4

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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby oddvisionary » Sat Oct 31, 2020 1:22 pm

oddvisionary Sat Oct 31, 2020 1:22 pm
wallace wrote:
linograndiotoy wrote:Both Texture and Vertex Displacement are not working in 2020.2 XB4.
Test scene attached.

Displacement.ocs


Thanks for the report, vertex displacement is fixed and will be in the next release.

Hi Wallace,

I faced the issue as well. Just to confirm, the fix includes the auto-bump issue (turning the entire shading to black even if I have diffuse+spec enabled) as well?

Best.
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby Daniel_Ward » Sun Nov 01, 2020 7:45 pm

Daniel_Ward Sun Nov 01, 2020 7:45 pm
Hi Guys,

With the Scatter on surface tools, I'm finding that if I create grey scale images to control things like object selection and retaliative density that it works perfectly on Octane Geometric Primitives etc, but I can't get it to work on imported geometry?
No issues with the UV's on the imported meshes, and I can create scatters using the standard distribution methods, but it doesn't produce any results when custom images are used.

Also, it would be great if you could scatter on imported meshes by surface definition? Also, with the Instances, as well as having a total instances value for density, it would be awesome if you could input instance values for each object type?

Cheers, Dan.
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby jobigoud » Sun Nov 01, 2020 11:19 pm

jobigoud Sun Nov 01, 2020 11:19 pm
Daniel_Ward wrote:if I create grey scale images to control things like object selection and retaliative density that it works perfectly on Octane Geometric Primitives etc, but I can't get it to work on imported geometry?
No issues with the UV's on the imported meshes, and I can create scatters using the standard distribution methods, but it doesn't produce any results when custom images are used.

I can't reproduce the issue with grayscale images, could you share a sample scene please?

Daniel_Ward wrote:Also, it would be great if you could scatter on imported meshes by surface definition?

What do you mean by "surface definition"?
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby Daniel_Ward » Mon Nov 02, 2020 12:59 am

Daniel_Ward Mon Nov 02, 2020 12:59 am
Hi Jobigoud,

please see an example scene attached, if you plug the "Scatter on Primitive" Geometry Group into the Render Target, it works great, if you plug the "Scatter on Imported Mesh Test" into the Render Target, no scatter is produced.

Scatter Tests on Primitive and Imported Mesh.orbx
(2.01 MiB) Downloaded 173 times


When I import an Octane Scene from the ArchiCAD Plugin, it comes into standalone as a single mesh, with many surface materials, which come in as material nodes on the mesh. What would be good would be to be able to plug one or more of those material nodes back into the Retaliative Density Map so that the scatter only occurred on the portion of the mesh that has those material definitions. If that makes sense.

Best Regards, Dan.
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby wallace » Mon Nov 02, 2020 3:10 am

wallace Mon Nov 02, 2020 3:10 am
oddvisionary wrote:Hi Wallace,

I faced the issue as well. Just to confirm, the fix includes the auto-bump issue (turning the entire shading to black even if I have diffuse+spec enabled) as well?

Best.


As far as I can tell, autobump looks fixed to me, but what you mentioned sounded like a completely separate issue to what I was fixing.

I can verify that in the general case autobump seems to be working fine, but I am unsure if the issue you had was a specific case or if it was a general case. Are you able to provide a scene where you encountered this issue for me to double check just in case?
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby funk » Mon Nov 02, 2020 11:41 am

funk Mon Nov 02, 2020 11:41 am
Wallace I posted an issue with autobump when using the vertex displacement mixer in 2020.1.5, but can't check it in XB4 since vertex displacement is broken.

viewtopic.php?p=391198#p391198
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby wallace » Mon Nov 02, 2020 7:32 pm

wallace Mon Nov 02, 2020 7:32 pm
funk wrote:Wallace I posted an issue with autobump when using the vertex displacement mixer in 2020.1.5, but can't check it in XB4 since vertex displacement is broken.

viewtopic.php?p=391198#p391198


Thanks.

I just checked this scene and can confirm this particular issue is fixed by vijay, and the fix will be in the next release.
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby jobigoud » Tue Nov 03, 2020 9:50 am

jobigoud Tue Nov 03, 2020 9:50 am
Daniel_Ward wrote:please see an example scene attached, if you plug the "Scatter on Primitive" Geometry Group into the Render Target, it works great, if you plug the "Scatter on Imported Mesh Test" into the Render Target, no scatter is produced.

Thanks, very useful. At the moment meshes with UVs outside the UV unit square aren't supported correctly. We'll be working on a fix for this.
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby Seekerfinder » Tue Nov 03, 2020 1:49 pm

Seekerfinder Tue Nov 03, 2020 1:49 pm
mojave wrote:Make sure to use a NVIDIA Studio driver with version at least 456.38 on Windows or 455.23 on Linux to use this version. No driver updates are required for macOS 10.13 (CUDA).

This version supports the new NVIDIA Ampere architecture on Windows and Linux. Kepler cards with compute model lower than 3.5 are just supported on macOS.


Hi guys,
Getting a grey rendering screen only...
Sounds like the Maxwell Titan X should still be supported? Though Nvidia does not have a studio driver for it. Octane X2020.1 used to work but it also now gives a grey screen (I think that was after a Windows update but before the Nvidia driver update). Windows 8.1 with latest update.

Any thoughts please?

Cheers,
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