OctaneRender™ 2021.1 XB3

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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby Daniel_Ward » Wed Jul 14, 2021 4:06 am

Daniel_Ward Wed Jul 14, 2021 4:06 am
Hey Funk,

I hope the Otoy Team give you a complimentary Octane subscription for the outstanding amount of bug reporting you do!
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby abstrax » Wed Jul 14, 2021 6:17 am

abstrax Wed Jul 14, 2021 6:17 am
funk wrote:BUG: Batch render job node doesnt save denoised beauty pass

I'm just trying the "batch render job" node and can't seem to save out a denoised beauty pass (its saving the noisy beauty pass instead).

The batch rendering script works though.

Thanks for the report. It will be fixed in the next release.
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby TBFX » Wed Jul 14, 2021 9:41 am

TBFX Wed Jul 14, 2021 9:41 am
BUG: It appears the light pass IDs are broken. If I set up a scene with several lights, each with it's own light pass ID and set up light AOV's then only the sun and environment are in their correct AOV's. All the other lights show up in the lightPass1 AOV and any other lightPass AOV's are empty.

I've attached a simple scene to illustrate.

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LightAOVsBroken.orbx
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby funk » Wed Jul 14, 2021 10:41 am

funk Wed Jul 14, 2021 10:41 am
abstrax wrote:
funk wrote:BUG: Batch render job node doesnt save denoised beauty pass

I'm just trying the "batch render job" node and can't seem to save out a denoised beauty pass (its saving the noisy beauty pass instead).

The batch rendering script works though.

Thanks for the report. It will be fixed in the next release.


Thanks abstrax. I think I actually got it working in a second test, so I'm not entirely sure whats going on.

I should have saved the first test and attached it, but it looks like you guys have found the issue anyway.
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby funk » Wed Jul 14, 2021 11:39 am

funk Wed Jul 14, 2021 11:39 am
TBFX wrote:BUG: It appears the light pass IDs are broken. If I set up a scene with several lights, each with it's own light pass ID and set up light AOV's then only the sun and environment are in their correct AOV's. All the other lights show up in the lightPass1 AOV and any other lightPass AOV's are empty.


I had a look at this orbx and all your lights are set to Light pass ID 1 (its in light > material > emission > light pass ID).

I looks like you mistakenly used the object layer > light pass mask instead. This is used to prevent specific light IDs from lighting up an object.
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby TBFX » Wed Jul 14, 2021 11:11 pm

TBFX Wed Jul 14, 2021 11:11 pm
funk wrote:
TBFX wrote:BUG: It appears the light pass IDs are broken. If I set up a scene with several lights, each with it's own light pass ID and set up light AOV's then only the sun and environment are in their correct AOV's. All the other lights show up in the lightPass1 AOV and any other lightPass AOV's are empty.


I had a look at this orbx and all your lights are set to Light pass ID 1 (its in light > material > emission > light pass ID).

I looks like you mistakenly used the object layer > light pass mask instead. This is used to prevent specific light IDs from lighting up an object.

Ah, Thanks! Octane and I have sadly been separated for some time and only very recently reunited. I hadn't even considered the light linking feature as it's not something I generally do and assumed that was where to set this :oops:
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby funk » Fri Jul 16, 2021 2:09 am

funk Fri Jul 16, 2021 2:09 am
BUG: Chaos texture histogram invariant blending changes color of texture

1. Load the scene
2. Right click the chaos texture > render
3. Toggle histogram invariant blending on and off

RESULT: When "histogram invariant blending" is enabled, the color is a lot lighter, which is incorrect

chaos_histogram_bug.png
Attachments
chaos_histogram_bug.orbx
(1.28 MiB) Downloaded 127 times
Last edited by funk on Sat Jul 17, 2021 7:12 pm, edited 1 time in total.
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby arno » Fri Jul 16, 2021 4:34 am

arno Fri Jul 16, 2021 4:34 am
funk wrote:BUG / Limitation? Anisotropy artifacts on triangles generated by Octane's subdivision

I noticed that the new anisotropy generates shading artifacts when I use Octane's (mesh node) subdivision

anisotropy_subdivision_triange_artifacts.png


Thank you for the report. It took a while to track down, but I have a fix for it now that will be in the next release.
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby funk » Fri Jul 16, 2021 4:38 am

funk Fri Jul 16, 2021 4:38 am
Thanks arno
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Re: OctaneRender™ 2021.1 XB3 [current 2021.1]

Postby funk » Sat Jul 17, 2021 6:46 pm

funk Sat Jul 17, 2021 6:46 pm
BUG: Hair material producing incorrect melanin colors with new color pipeline

Martimoo brought this up on discord.

1. Load the scene and render
2. Toggle kernel > "use old color pipeline" on and off to see the difference

With the old color pipeline, melanin becomes black at values close to 1. This is correct.

When the new color pipeline is used, melanin at 1.0 becomes yellow, which is incorrect

2021_hair_mat_color_pipeline_difference.png
Attachments
2021_hair_mat_color_pipeline_difference.orbx
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