When doing shadows on (semi) transparent maps i Octane 2019.1 RC3 ignores any transparency maps. Thats why it throws such a big brown something on the skin.
I tryed this in standalone too .. same result.
It works perfectly in 4.05. Could also test it in 2019.2 experimental 2. Also rendered fine. Since my license doesnt seem to work for 2019.1 final i couldnt test it here.
I hope octane guys fixed that bug in 2019.1 final ...
When doing shadows on (semi) transparent maps i Octane 2019.1 RC3 ignores any transparency maps. Thats why it throws such a big brown something on the skin.
I tryed this in standalone too .. same result.
It works perfectly in 4.05. Could also test it in 2019.2 experimental 2. Also rendered fine. Since my license doesnt seem to work for 2019.1 final i couldnt test it here.
I hope octane guys fixed that bug in 2019.1 final ...
The problem doesn't seem to be happening in Standalone 2019.1. So I hope that it will be resolved in the 2019.1 plugin version, which I will post shortly.
face_off wrote:I have updated the installers at the top of this thread with:
2019.1.0.46
- Compiled with Octane 2019.1
Thanks
Paul
Thanks Paul, will give it a try. I am been away for rendering for the past month or so due to other commitments. Good to see 2019.1 has finally been released. Can you let us know if any of the things that were not implemented with 2019.1.0.45 have been implemented in this 2019.1.0.46 ?
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
I hope we are getting all the features mentioned for 2019.1 like :
OSL Vertex displacement, and Vertex displacement mixer
OSL Shaders for volume textures
Layered material
Composite material
Thin wall in Universal Material
Bloom/glare threshold
AI Up-sampler
Spectron Volumetric spotlights
Vertex Displacement Auto-Bump Shading
I am very disappointed that I could not get Composite or Layered materials working in the plugin. These nodes use a variable number of pins, which do not conform to the standard Octane pin structure, so regretfully they could not be implemented. The same applies for the Spectron Volumetric spotlights. The other items above should be there.
Btw. Can you also add preview thumbnails within the NGE for the Universal Material ? It shows for Diffuse, Glossy, Metallic, Specular and Toon, but no preview thumbnail is generated for the Universal Material.
This should be done in the next release.
Paul
Hi Paul,
Do you think it will be possible to get us the Composite / Layered materials in a interim way by having a node with e.g. 10 Material Layer pins ? So even though it will not be as flexible as what Otoy has, we can at least mix around up to 10 different materials / layers ? Which should be enough in most instances I would assume. This would help us to get started with the Composite / Layered Materials within Daz. Once you have figured out how to dynamically add a Pin into the Node UI in QT, then you can implement that as the final method. Please do consider giving us this as it would really help us in customizing our materials.
Regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
Do you think it will be possible to get us the Composite / Layered materials in a interim way by having a node with e.g. 10 Material Layer pins ? So even though it will not be as flexible as what Otoy has, we can at least mix around up to 10 different materials / layers ? Which should be enough in most instances I would assume. This would help us to get started with the Composite / Layered Materials within Daz.
That is the first thing I tried (and is how I have implemented these nodes in my other plugins) - however the DAZStudio code picks up the Octane pins in a different fashion, so this approach did not work. OTOY will need to change the way these pins work in order for these nodes to be able to be implemented in the current DAZStudio plugin.
Do you think it will be possible to get us the Composite / Layered materials in a interim way by having a node with e.g. 10 Material Layer pins ? So even though it will not be as flexible as what Otoy has, we can at least mix around up to 10 different materials / layers ? Which should be enough in most instances I would assume. This would help us to get started with the Composite / Layered Materials within Daz.
That is the first thing I tried (and is how I have implemented these nodes in my other plugins) - however the DAZStudio code picks up the Octane pins in a different fashion, so this approach did not work. OTOY will need to change the way these pins work in order for these nodes to be able to be implemented in the current DAZStudio plugin.
Paul
Thanks for the update Paul.
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
Do you think it will be possible to get us the Composite / Layered materials in a interim way by having a node with e.g. 10 Material Layer pins ? So even though it will not be as flexible as what Otoy has, we can at least mix around up to 10 different materials / layers ? Which should be enough in most instances I would assume. This would help us to get started with the Composite / Layered Materials within Daz.
That is the first thing I tried (and is how I have implemented these nodes in my other plugins) - however the DAZStudio code picks up the Octane pins in a different fashion, so this approach did not work. OTOY will need to change the way these pins work in order for these nodes to be able to be implemented in the current DAZStudio plugin.
Paul
I'm not a programmer, but if you are saying that handling pins is so different between DAZ and OTOY, wouldn't it be possible to separate these two worlds on the plugin level so DAZ would be providing geometry and material zones and the plugin would handle everything else in the pure OTOY way - I would not even mind if scene save would then produce two files - the DAZ scene file that would have all the DAZ information and some sort of XML (or proprietary) that would store the OTOY part for that scene (if this information is so different from the format DAZ uses and thus it is impossible to store it within the DAZ file itself). I'm sure that this would mean a lot of work - most probably a complete rewrite of the plugin, but wouldn't this result in future-proofing the plugin as it would gain freedom from constraints of DAZ and give it ability to use all present and future features OTOY brings in?
Birdovous Master: Core i7 2600K, 32GB RAM, 2x EVGA GTX Titan X (SC) Slave 1: Core i5 4460, 16GB RAM, 2x EVGA GTX 1080 Ti SC2 Slave 2: Core i7 9700K, 64GB RAM, 2x ASUS RTX 2080 Ti