OctaneRender™ 2020.2 RC7 [obsolete]

Forums: OctaneRender™ 2020.2 RC7 [obsolete]
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby BrianHanke » Fri Jan 22, 2021 5:32 pm

BrianHanke Fri Jan 22, 2021 5:32 pm
Hi all, we've been exploring a potential bug with Spectron lights over on Discord. Attached is the original Houdini scene, an ORBX export and a clip showing the issue. Steps to reproduce:

1. Set the two mesh lights to 0 power and the two Spectron lights to 2 power.
2. Render resulting scene and save image.
3. Set the Spectron lights to 0 power and the mesh lights to 2 power.
4. Render again.

Result: The Spectron scene is slightly more saturated than the mesh light one.

Thanks!

Brian
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light.zip
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby abstrax » Sun Jan 24, 2021 7:40 pm

abstrax Sun Jan 24, 2021 7:40 pm
SSmolak wrote:I don't know if this was reported but Octane engine has serious stability problem while using texture compression. Two guys on Octane Facebook page found it and described it. This was confirmed by other users too. Texture compression cause stability problems especially on bigger scenes.

2020.2 RC4 contains a fix that should have improved things in that area. Do you still see problems with this version?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby vijay » Sun Jan 24, 2021 9:31 pm

vijay Sun Jan 24, 2021 9:31 pm
PolderAnimation wrote:I also have a problem with unpremultiplied alpha with the denoised render. This problem is also in 2020.1.
This is the most noticeable with hair. I attached a screenshot. Left is not denoised (unpremultiplied) and right is denoised (also unpremultiplied). As you can see the right one is a bit brighter on the edges.


Could you please send me the scene for testing? Thanks.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby Daniel_Ward » Sun Jan 24, 2021 10:45 pm

Daniel_Ward Sun Jan 24, 2021 10:45 pm
Hi Guys,

the issue of being able to generate octane scatters on imported meshes I identified 2/11/2020 in XB4 still appears to be an issue?

Quote; Jobigoud wrote - "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."

Cheers, Dan.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby PolderAnimation » Mon Jan 25, 2021 8:53 am

PolderAnimation Mon Jan 25, 2021 8:53 am
vijay_thirukonda wrote:
PolderAnimation wrote:I also have a problem with unpremultiplied alpha with the denoised render. This problem is also in 2020.1.
This is the most noticeable with hair. I attached a screenshot. Left is not denoised (unpremultiplied) and right is denoised (also unpremultiplied). As you can see the right one is a bit brighter on the edges.


Could you please send me the scene for testing? Thanks.


I will send you a pm with the file.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby Zay » Mon Jan 25, 2021 12:17 pm

Zay Mon Jan 25, 2021 12:17 pm
Was trying out Random Walk on a specular material. Seems like there are some smoothing problems when you got up close.
-
RWtest.jpg
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby jobigoud » Mon Jan 25, 2021 4:09 pm

jobigoud Mon Jan 25, 2021 4:09 pm
Daniel_Ward wrote:Hi Guys,

the issue of being able to generate octane scatters on imported meshes I identified 2/11/2020 in XB4 still appears to be an issue?

Quote; Jobigoud wrote - "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."

Cheers, Dan.


Hi,
Because these tools work on the CPU they don't have access to the texturing pipeline of Octane.
We will have a fix for a subset of cases: when the mesh has UVs outside the unit square and the texture is mapped with a transform. This is only for the culling map, the source object selection map and the transforms maps and only when the input is an image texture. It will not be supported for the relative density map due to its different approach.

I'll try to document the limitations of the tool here:

Geometry
- Texture and Vertex displacement are ignored when computing the instance positions.
- Normal maps are ignored when computing the instance normal (only geometric and smooth normals are supported).
- If the input surface has a non-uniform scaling factor the distribution by area will have a bias.
- If the input surface has a skewing transform the instances placed on it will also be skewed and their normals will be wrong.

UV mapping
- UV mapping for culling and transform textures: the projection is fixed to Mesh UV, using the first UV set and the border mode is fixed to wrap around.
- UV transforms won't work with procedural textures as input.
- UDIM/Image tiles won't work.
- UV mapping for the relative density texture: the UV transform is not supported.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby linograndiotoy » Mon Jan 25, 2021 4:53 pm

linograndiotoy Mon Jan 25, 2021 4:53 pm
Toon Material currently shows artifacts when Displacement is used:
DispToon.PNG



Disp_Toon.ocs
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Last edited by linograndiotoy on Mon Jan 25, 2021 9:56 pm, edited 1 time in total.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby galleon27 » Mon Jan 25, 2021 7:24 pm

galleon27 Mon Jan 25, 2021 7:24 pm
Cryptomatte renders incorrectly with environment medium.

002.png
Without Environment Medium
001.png
With Environment Medium
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cryptomatte_test.orbx
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby haze » Mon Jan 25, 2021 7:49 pm

haze Mon Jan 25, 2021 7:49 pm
Zay wrote:Was trying out Random Walk on a specular material. Seems like there are some smoothing problems when you got up close.
-
RWtest.jpg


Is it possible we could have the scene please? Thanks in advance.
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