OctaneRender™ 2020.2 RC6

Forums: OctaneRender™ 2020.2 RC6
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby funk » Sun Jan 10, 2021 8:14 pm

funk Sun Jan 10, 2021 8:14 pm
I also have a concern about the default priority value. I'm thinking it makes more sense to default to 100 (or allow negative numbers)

Here is an example:

- If I create a room full of furniture, all materials have a priority of 0.
- If I then create a glass jug with liquid in it, I would set the glass to priority 1, so it has priority over the liquid which is set to 0
- If I then position this glass jug on a table (or on many pieces of furniture), any tiny intersection of the jugs mesh with the table mesh with cause the table mesh to be cut out.

To avoid this I would have to set all my furniture materials to priority = 100 manually.

If 100 was the default, I could avoid changing LOTS of materials, because the furniture would have a higher priority (100) than my glass (1) and liquid (0).

If we also allowed negative priorities, I could leave everything at 0, and just set my glass to -1, and liquid to -2

What do you guys think?
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby wallace » Sun Jan 10, 2021 8:23 pm

wallace Sun Jan 10, 2021 8:23 pm
funk wrote:BUG(?): Nested dielectric artifacts?

I'm getting some artifacts using nested dielectric priority. In this scene, my liquid has a priority of 1, which my bubbles (thin walled) have a priority of 0, so their bottom half (the part in the liquid) is "booleaned" out and cant be seen.

The problem is that depending on the angle, it seems the intersection shows through to the environment (?)

oct_2020_2_nested_dielectric_003.png


It seems like the thin wall material is doing some total internal reflection, causing the ray to bounce back upwards, this will be fixed in next version
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby wallace » Sun Jan 10, 2021 8:30 pm

wallace Sun Jan 10, 2021 8:30 pm
funk wrote:I also have a concern about the default priority value. I'm thinking it makes more sense to default to 100 (or allow negative numbers)

Here is an example:

- If I create a room full of furniture, all materials have a priority of 0.
- If I then create a glass jug with liquid in it, I would set the glass to priority 1, so it has priority over the liquid which is set to 0
- If I then position this glass jug on a table (or on many pieces of furniture), any tiny intersection of the jugs mesh with the table mesh with cause the table mesh to be cut out.

To avoid this I would have to set all my furniture materials to priority = 100 manually.

If 100 was the default, I could avoid changing LOTS of materials, because the furniture would have a higher priority (100) than my glass (1) and liquid (0).

If we also allowed negative priorities, I could leave everything at 0, and just set my glass to -1, and liquid to -2

What do you guys think?


I agree, I will look into adding negative priorities into the mix.

Edit: I have added the negative range, it will go from [-100 to 100] - this will be in the next release.
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby funk » Sun Jan 10, 2021 9:30 pm

funk Sun Jan 10, 2021 9:30 pm
Thank you roeland and wallace for responding to bugs and feedback
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby vijay » Mon Jan 11, 2021 1:53 am

vijay Mon Jan 11, 2021 1:53 am
galleon27 wrote:]There is something wrong with Vertex Displacement and autobump. It works on some models and not on others. In the first attached image you can see the problem. It doesn't work on the head but it works just fine on a plane. You can see the same thing on the third image, works on the left model but not the right one. They don't have the same uvs but that doesn't really matter. They were both exported the same way from ZBrush. Thought something was wrong with the model but i tested it in Arnold and Redshift and it works just fine there.

autobump.png

no_autobump.png

autobump_002.png


Could you please send me the scene? I'll look into it.
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby linograndiotoy » Mon Jan 11, 2021 8:15 pm

linograndiotoy Mon Jan 11, 2021 8:15 pm
When using Peer to Peer (I have 2 2080 Ti cards), I can start the render correctly and everything is fine until I don't stop it. Trying to restart it produces the following log:
Error.PNG

This happens with any scene.
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby vijay » Wed Jan 13, 2021 11:22 pm

vijay Wed Jan 13, 2021 11:22 pm
galleon27 wrote:]There is something wrong with Vertex Displacement and autobump. It works on some models and not on others. In the first attached image you can see the problem. It doesn't work on the head but it works just fine on a plane. You can see the same thing on the third image, works on the left model but not the right one. They don't have the same uvs but that doesn't really matter. They were both exported the same way from ZBrush. Thought something was wrong with the model but i tested it in Arnold and Redshift and it works just fine there.

autobump.png

no_autobump.png

autobump_002.png


Thanks for the test scene. This is now fixed. The next build will include the fix.

Thanks
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby mojave » Wed Jan 13, 2021 11:26 pm

mojave Wed Jan 13, 2021 11:26 pm
linograndiotoy wrote:When using Peer to Peer (I have 2 2080 Ti cards), I can start the render correctly and everything is fine until I don't stop it. Trying to restart it produces the following log:
Error.PNG

This happens with any scene.


Thank you for reporting this Lino, will look into it.
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby linograndiotoy » Thu Jan 14, 2021 10:05 am

linograndiotoy Thu Jan 14, 2021 10:05 am
mojave wrote:
linograndiotoy wrote:When using Peer to Peer (I have 2 2080 Ti cards), I can start the render correctly and everything is fine until I don't stop it. Trying to restart it produces the following log:
Error.PNG

This happens with any scene.


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


Thanks!
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Re: OctaneRender™ 2020.2 RC6 [current 2020.2]

Postby linograndiotoy » Sat Jan 16, 2021 4:42 pm

linograndiotoy Sat Jan 16, 2021 4:42 pm
Hi,
It looks like we may have a problem wit objects whose normals have been edited.
Load the scene and rotate the view. You'll notice the shading will not be constant as defined by the normal editing.
This happens in previous versions as well.
I've used the Toon Material so to make the fact more evident.


Normal_Issue_03.PNG

Normal_Issue_02.PNG

Normal_Issue_01.PNG

Normal_Issue.orbx
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