OctaneRender™ 2021.1 XB1

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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby whersmy » Tue May 25, 2021 6:49 pm

whersmy Tue May 25, 2021 6:49 pm
Or double-checked the rayepsilon?
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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby wallace » Tue May 25, 2021 9:09 pm

wallace Tue May 25, 2021 9:09 pm
pegot wrote:Clipping: Specular artifacts appear when using the Direct Light kernel.

When using Direct Light kernel there appears some issue where objects used for clipping show some kind of shadow outline of their original shape on the clipped object's material. Please refer to attached sample renders.

The cube has a default Universal material. The top side is clipped with a cone. The front side is clipped with a sphere. You can see part of those shapes reflected on the cube's material.

It doesn’t seem to be a shadow of those objects as they still appear even when the cube's object layer has shadow visibility toggled off.
Instead, this seems to be a specular artifact. Turning specularity to 0 removes these artifacts (but changes the look of the cube's material of course).

One way to remove these artifacts and still keep the cube's specular setting intact is by using a white transmission color and setting transmission type to Diffuse.

NOTE that these artifacts do not seem to appear when using the PMC or Path Tracing kernels.

Clipping-Default-UniversalMaterial.png

Clipping-UniversalMaterial-Adjusted.png


Can I get an orbx of your scene? It's very likely you just have to increase the ray depth in your direct light kernel settings, as it has a lower diffuse/specular depth than other kernels.
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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby abstrax » Tue May 25, 2021 10:14 pm

abstrax Tue May 25, 2021 10:14 pm
nuno1980 wrote:
abstrax wrote:
joenyc wrote:Does this include the new PPM kernel?

No it doesn't as you can see in the release notes.
ok. Does new kernel support Maxwell (GeForce 900 series) card?

We are not planning to drop support for older GPUs, but if there is some new GPU generation that requires a CUDA toolkit that doesn't support older GPUs, then we have to. This is what happened when the new Ampere architecture required us to drop support for small Kepler.
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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby natemac00 » Tue May 25, 2021 10:54 pm

natemac00 Tue May 25, 2021 10:54 pm
With lose 10.13 support will this version include cross-platform network rendering? Will I be able to work on my Mac and use the PC network nodes to render with?
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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby abstrax » Tue May 25, 2021 11:46 pm

abstrax Tue May 25, 2021 11:46 pm
natemac00 wrote:With lose 10.13 support will this version include cross-platform network rendering? Will I be able to work on my Mac and use the PC network nodes to render with?

The geometry data layout is different between CUDA and Metal, which means it is not possible to use Windows/Linux net render nodes with an OctaneX master on macOS. We may solve that limitation in the future, but it's not really clear yet if that will be possible.
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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby pegot » Wed May 26, 2021 4:42 am

pegot Wed May 26, 2021 4:42 am
Kalua wrote:Have you tried to increase diffuse/specular depth?

Changing Diffuse and /or Specular depth did not fix the issue. However, what DID work was changing Glossy depth (from 2 to 4).

whersmy wrote:Or double-checked the rayepsilon?

Adjusting Ray epsilion did not work.

wallace wrote:Can I get an orbx of your scene? It's very likely you just have to increase the ray depth in your direct light kernel settings, as it has a lower diffuse/specular depth than other kernels.

See attached ORBX - noting special just default geometry nodes and basic shaders used.
Clipping-Test.orbx
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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby Jolbertoquini » Wed May 26, 2021 8:35 am

Jolbertoquini Wed May 26, 2021 8:35 am
mojave wrote:
Jolbertoquini wrote:Hi Guys,

Everything looks fine but I have a problem in my machine and others, all the time I open the standalone before open I need to log off the license on the activation status and when open log in for the standalone to run and show UI. really strange cause other standalone is fine.

Best,
JO


Hi,

Sorry I don't quite I understand your problem. Can you explain the reason why you need to sign out and describe the current behaviour you see compared to older versions?

Thank you.


Sure, Basically each time I run the standalone 2021.1 XB1 nothing happen the soft doesn't run/open or show UI just the default load image, the only way to fix that and open the standalone 2021.1 XB1 is when I log off on an older version of standalone (any version) and when I try to open again the 2021.1 XB1 and of corse I do once again the login then everything run fine and opens properly.

So basically open 2021.1 XB1 for require to log in each time. I never had that before quite strange.

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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby mojave » Wed May 26, 2021 8:41 am

mojave Wed May 26, 2021 8:41 am
Jolbertoquini wrote:Sure, Basically each time I run the standalone 2021.1 XB1 nothing happen the soft doesn't run/open or show UI just the default load image, the only way to fix that and open the standalone 2021.1 XB1 is when I log off on an older version of standalone (any version) and when I try to open again the 2021.1 XB1 and of corse I do once again the login then everything run fine and opens properly.

So basically open 2021.1 XB1 for require to log in each time. I never had that before quite strange.

Best,
JO


Thank you, looks like an issue with the authentication system. We will look into fixing this, I will let you know if I need anything from you.
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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby KeeWe » Wed May 26, 2021 9:39 am

KeeWe Wed May 26, 2021 9:39 am
Is there, maybe even a rough, ETA on headless rendering?
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Re: OctaneRender™ 2021.1 XB1 [current 2021.1]

Postby Elvissuperstar007 » Wed May 26, 2021 11:47 am

Elvissuperstar007 Wed May 26, 2021 11:47 am
self - illum
add need item light. which only shines in the dark. to display glowing cities
i don't use Planetary Environment, this is geometries for a certain animation, and my cities shine through on the day side
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