OctaneRender™ 2020.2 RC7 [obsolete]

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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby jobigoud » Thu Jan 28, 2021 10:16 am

jobigoud Thu Jan 28, 2021 10:16 am
abstrax wrote:I had a look a the scene and the file "tube_opacity.abc" has a vertex attribute array "opacity" of type float64 (double). As we currently don't support float64 attributes, it doesn't get loaded.
From where is this file exported and do you've got any control with which data type float vertex attributes are exported?


Ah, that's why I couldn't make it work either. The files are most likely coming from Quill's Alembic export, there is no option to change the data type in the export dialog.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby Goro » Thu Jan 28, 2021 6:43 pm

Goro Thu Jan 28, 2021 6:43 pm
Yes exporting out of Quill.
Thanks for clarification. Makes sense! What float type is supported, float32?

This might not be relevant for RC7 so my apologies but I wanted to know if there is any way I can set the "cycle type" to "loop" for animated alembic imports?
Details for my question in this post. viewtopic.php?f=26&t=76846
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby abstrax » Thu Jan 28, 2021 8:30 pm

abstrax Thu Jan 28, 2021 8:30 pm
Goro wrote:Yes exporting out of Quill.
Thanks for clarification. Makes sense! What float type is supported, float32?

Yes only 32bit floats are supported right now. Will try to extend that to float64 (converting down to float32), but haven't had time yet.

This might not be relevant for RC7 so my apologies but I wanted to know if there is any way I can set the "cycle type" to "loop" for animated alembic imports?
Details for my question in this post. viewtopic.php?f=26&t=76846

That is not possible unfortunately. You would have to bake that into the file during the export. We are planning to allow time transformations and looping of nested node graphs, but we are also planning a lot of other things so I can't say, when we are going to be able to start working on that.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby abstrax » Fri Jan 29, 2021 1:55 am

abstrax Fri Jan 29, 2021 1:55 am
Goro wrote:Yes exporting out of Quill.
Thanks for clarification. Makes sense! What float type is supported, float32?

Fortunately it was a fairly simple change and will be in the next 2020.2 release.
float64_attributes.png
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby funk » Sun Jan 31, 2021 7:19 pm

funk Sun Jan 31, 2021 7:19 pm
haze wrote:
Zay wrote:Was trying out Random Walk on a specular material. Seems like there are some smoothing problems when you got up close.
-
The attachment RWtest.jpg is no longer available


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


Haze, this problem has been brought up before (see viewtopic.php?f=9&t=74760 )

I'm not sure if Zay sent you his scene, but I have also attached a simple scene demonstrating the problem.

The higher the medium density gets, the more faceted the surface appears. You can subdivide the mesh more to try and work around the problem, but this is obviously not a great solution (scenes get very geo heavy).

1. Load the orbx and select the render target to start rendering
NOTE: Both spheres use the same geometry. The left one has a glossy material, while the right uses a specular + random walk
2. Select mat2 > medium > and adjust density slowly from 10 to 500.

RESULT: At 10, you dont see any faceting. Once you start getting to around 100, faceting appears.

oct_2020_2_sss_faceting_001.png
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby Zay » Sun Jan 31, 2021 7:37 pm

Zay Sun Jan 31, 2021 7:37 pm
funk wrote:I'm not sure if Zay sent you his scene


Yup, I sent him a PM. Not just in random walk I see this. Seems like it also have to do with indirect light and how light is falling on the object.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby Draydin_r » Mon Feb 01, 2021 7:31 pm

Draydin_r Mon Feb 01, 2021 7:31 pm
Ran into an Error with loading render states on several scenes now.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby Zay » Mon Feb 01, 2021 8:09 pm

Zay Mon Feb 01, 2021 8:09 pm
When scattering an object, is there a way to avoid objects being scattered in the same position?
Here are about 4 objects (ferns) scattered in the same place.
-
scattering.JPG
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby abstrax » Mon Feb 01, 2021 10:00 pm

abstrax Mon Feb 01, 2021 10:00 pm
Zay wrote:When scattering an object, is there a way to avoid objects being scattered in the same position?
Here are about 4 objects (ferns) scattered in the same place.
-
scattering.JPG

Which distribution model did you use? Surface area and Relative density should produce better scattered objects. If you use one of these and you still have 4 on the same place, maybe there is a bug somewhere, in which case it would be good to have the scene so we can investigate.
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Re: OctaneRender™ 2020.2 RC7 [current 2020.2]

Postby abstrax » Tue Feb 02, 2021 3:21 am

abstrax Tue Feb 02, 2021 3:21 am
Draydin_r wrote:Ran into an Error with loading render states on several scenes now.

Thanks for the report. This problem will be fixed in the next release.
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