OctaneRender 2 for Poser (Windows/OSX) [STABLE]

Forums: OctaneRender 2 for Poser (Windows/OSX) [STABLE]
Poser (Integrated Plugin developed by Paul Kinnane)

Moderator: face_off

Forum rules
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby RGUS » Sat Jun 14, 2014 3:23 am

RGUS Sat Jun 14, 2014 3:23 am
Setting 'rayepsilon' to 0.000001 previously would get rid of the black interference marks made by the likes of hair scalps too close to the head... but now this doesn't fix the problem. Is there a new setting for this or should 'rayepsilon be set to somewhere in between 0.0 and 0.000000000000000000000000000000000000000001 ?
Attachments
rayepsilon.jpg
WEB: http://rgus.deviantart.com/
GPU: NVIDIA GeForce RTX 3090 Ti
RAM: 64GB
CPU: 12th Gen Intel(R) Core(TM) i9-12900K 3.20 GHz
OPERATING SYSTEM: Windows 11 Pro
OCTANE PLUGIN VERSION: 2022.1..1.302 Prime
DAZ STUDIO VERSION: 4.21.0.5 Pro Edition (64 bit)
User avatar
RGUS
Licensed Customer
Licensed Customer
 
Posts: 315
Joined: Sun Mar 17, 2013 1:32 am
Location: New Zealand

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby face_off » Sat Jun 14, 2014 6:18 am

face_off Sat Jun 14, 2014 6:18 am
Setting 'rayepsilon' to 0.000001 previously would get rid of the black interference marks made by the likes of hair scalps too close to the head... but now this doesn't fix the problem. Is there a new setting for this or should 'rayepsilon be set to somewhere in between 0.0 and 0.000000000000000000000000000000000000000001 ?
Have you tried a ray epsilon of 0? Does the same scene in Octane 1.5 show or not show those artifacts at a ray epsilon of 0.00001? The correct workflow is to have the hair scalp not intersect with the figure's head in this case.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
face_off
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 15476
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby RGUS » Sat Jun 14, 2014 9:46 am

RGUS Sat Jun 14, 2014 9:46 am
Duh... first thing was to use 0.0 ... Nope... 1.5 worked fine... check the forums for that version... you and I Paul have had this discussion before... it was you who suggested then that 'ray' should be set to 0.00001... and yes... you are right... a good idea as a workflow not to have the hair intersected with the head.
WEB: http://rgus.deviantart.com/
GPU: NVIDIA GeForce RTX 3090 Ti
RAM: 64GB
CPU: 12th Gen Intel(R) Core(TM) i9-12900K 3.20 GHz
OPERATING SYSTEM: Windows 11 Pro
OCTANE PLUGIN VERSION: 2022.1..1.302 Prime
DAZ STUDIO VERSION: 4.21.0.5 Pro Edition (64 bit)
User avatar
RGUS
Licensed Customer
Licensed Customer
 
Posts: 315
Joined: Sun Mar 17, 2013 1:32 am
Location: New Zealand

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby face_off » Sat Jun 14, 2014 10:33 pm

face_off Sat Jun 14, 2014 10:33 pm
Duh... first thing was to use 0.0 ... Nope... 1.5 worked fine... check the forums for that version... you and I Paul have had this discussion before... it was you who suggested then that 'ray' should be set to 0.00001... and yes... you are right... a good idea as a workflow not to have the hair intersected with the head.
If this is an issue you want Otoy to investigate, install the latest 1.5 version of the plugin, open the Viewport (of the above head portrait scene showing the artifacts), save to ORBX. Then install the 2.0 plugin and do the same. Send both scenes to [email protected] with a summary of the issue (ie. artifacts showing in 2.0 but not 1.5), and then Otoy can investigate why ray epsilon at 0 is not working on 2.0 as it does with 1.5.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
face_off
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 15476
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby Krew » Sun Jun 15, 2014 9:03 pm

Krew Sun Jun 15, 2014 9:03 pm
I get the following error when I first launch OctaneRender within Poser:

***
Started logging on 15.06.14 13:26:23

OctaneRender version 2.00 (2000010)

Node type 9 is either unknown, a linker or incompatible to static pin 'GI_mode' (P_GI_MODE, type PT_ENUM) of node 'Direct Lighting Kernel' (NT_KERN_DIRECTLIGHTING, 00000000146493B0)
Tried to access null node
Tried to access null item
Tried to access attribute via invalid ID A_VALUE (162)
We can't evaluate items of a different version (version 0)!
Tried to access null node
***

After I initially launch I can close and reopen OctaneRender without problem. I can duplicate the error by right clicking on rendertarget and choosing "Load from Default". It doesn't seem to cause a problem with rendering but I'm wondering how I can fix this.

Thanks :)
Windows 10 64bit | 2 x NVIDIA TITAN XP 12GB | Intel i7-6900K (8 core/16 thread) | 64Gb RAM | GeForce Driver 376.33 | PoserPro Game Dev 2014 SR4, 10.0.5.28925 | Poser Octane Plugin Version: 3.4.4.79 | HDR Light Studio 4.3.20131206.1249, Poser v1.0.3
Krew
Licensed Customer
Licensed Customer
 
Posts: 34
Joined: Sun May 19, 2013 2:45 am

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby face_off » Sun Jun 15, 2014 11:55 pm

face_off Sun Jun 15, 2014 11:55 pm
Node type 9 is either unknown, a linker or incompatible to static pin 'GI_mode' (P_GI_MODE, type PT_ENUM) of node 'Direct Lighting Kernel' (NT_KERN_DIRECTLIGHTING, 00000000146493B0)
Sounds like you saved the default rendertarget with an early version of the plugin. Deleting the default rendertarget as per the instructions at http://render.otoy.com/forum/viewtopic.php?f=45&t=37605 should fix it.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
face_off
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 15476
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby Krew » Mon Jun 16, 2014 12:11 am

Krew Mon Jun 16, 2014 12:11 am
face_off wrote:
Node type 9 is either unknown, a linker or incompatible to static pin 'GI_mode' (P_GI_MODE, type PT_ENUM) of node 'Direct Lighting Kernel' (NT_KERN_DIRECTLIGHTING, 00000000146493B0)
Sounds like you saved the default rendertarget with an early version of the plugin. Deleting the default rendertarget as per the instructions at http://render.otoy.com/forum/viewtopic.php?f=45&t=37605 should fix it.

Paul



Yes, that was it! Thank you Paul :D
Windows 10 64bit | 2 x NVIDIA TITAN XP 12GB | Intel i7-6900K (8 core/16 thread) | 64Gb RAM | GeForce Driver 376.33 | PoserPro Game Dev 2014 SR4, 10.0.5.28925 | Poser Octane Plugin Version: 3.4.4.79 | HDR Light Studio 4.3.20131206.1249, Poser v1.0.3
Krew
Licensed Customer
Licensed Customer
 
Posts: 34
Joined: Sun May 19, 2013 2:45 am

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby Ken1171 » Wed Jun 18, 2014 1:11 am

Ken1171 Wed Jun 18, 2014 1:11 am
I am loving Octane2 and all the new features. I have a question and a few suggestions:

* Question: I have this hair cap I am using for dynamic hair in Poser that I want to make it invisible in the plugin. I set "General visibility" to zero, uncheck "Camera visibility" and "Shadow Visibility", and I still get black artifacts in the render. I have resolved this by scaling down the hair cap in Poser itself, so now the geometry is inside the head. My question is why is it still rendering artifacts if the object was set to invisible to the camera and shadows? Is this normal and expected?

* Suggestion1: In the Settings tab, when I set environment to "Texture Environment", the default texture input is set to a numeric value instead of a texture. Shouldn't it be "RGBImage" instead?

* Suggestion2: Also in the environment settings for "Texture Environment", the "Importance Sampling" is default to unchecked, which does not make much sense because noise clean-up optimization is not being used. Shouldn't this box be checked by default? I cannot imagine using this without checking that box, or else noise takes ages to clean up.

* Suggestion3: When setting a node to "RGBImage", would it be possible to automatically open the file open dialog when no texture is applied? This would cut to half the number of clicks to have that done.

* Suggestion4: After setting a "[Not Connected]" node to something else, there doesn't seem to be an option revert the node back to disconnected. Would it be possible to add that option to the right-click context menu? Or perhaps to the "Node Type" drop down list? Either one would be useful.
Ken1171
Licensed Customer
Licensed Customer
 
Posts: 151
Joined: Sun Feb 10, 2013 11:41 pm

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby face_off » Wed Jun 18, 2014 2:51 am

face_off Wed Jun 18, 2014 2:51 am
* Question: I have this hair cap I am using for dynamic hair in Poser that I want to make it invisible in the plugin. I set "General visibility" to zero, uncheck "Camera visibility" and "Shadow Visibility", and I still get black artifacts in the render. I have resolved this by scaling down the hair cap in Poser itself, so now the geometry is inside the head. My question is why is it still rendering artifacts if the object was set to invisible to the camera and shadows? Is this normal and expected?
I've noticed this too. It's an issue with Octane, and I have reported it to Otoy. To get around this you need to instead set the skullcap visibility OFF in the Hierarchy Editor.

* Suggestion1: In the Settings tab, when I set environment to "Texture Environment", the default texture input is set to a numeric value instead of a texture. Shouldn't it be "RGBImage" instead?
Change it to an RGB Image and then "Save as Default".

* Suggestion2: Also in the environment settings for "Texture Environment", the "Importance Sampling" is default to unchecked, which does not make much sense because noise clean-up optimization is not being used. Shouldn't this box be checked by default? I cannot imagine using this without checking that box, or else noise takes ages to clean up.
It is Enabled by default, however your default rendertarget has it off, so tick "Importance Sampling" and then "Save as Default".

* Suggestion3: When setting a node to "RGBImage", would it be possible to automatically open the file open dialog when no texture is applied? This would cut to half the number of clicks to have that done.
This happens already!

* Suggestion4: After setting a "[Not Connected]" node to something else, there doesn't seem to be an option revert the node back to disconnected. Would it be possible to add that option to the right-click context menu? Or perhaps to the "Node Type" drop down list? Either one would be useful.
You can disconnect some nodes ("Bump", "Displacement", "Normal") by selecting the "Disconnect" node type.

Paul
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
User avatar
face_off
Octane Plugin Developer
Octane Plugin Developer
 
Posts: 15476
Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

Re: OctaneRender® for Poser (Windows) 2.0 [TEST]

Postby Ken1171 » Wed Jun 18, 2014 4:37 am

Ken1171 Wed Jun 18, 2014 4:37 am
face_off wrote:This happens already!


No it doesn't. It instead opens another dialog offering a button to open an actual file browsing selection, so every time I load a new texture, I have to go through 2 screens before getting to the actual file. I was suggesting an option to do this in one step instead of two. This becomes a burden when handling materials with many textures, if you know what I mean. I wish there was an option to go straight to the file browsing selection when dealing with nodes that require files.

You can disconnect some nodes ("Bump", "Displacement", "Normal") by selecting the "Disconnect" node type.


I noticed some nodes can be set back to disconnected, while others can't. But I understand these 3 nodes you've listed above are the most likely to use grayscale maps, which are the ones I have to disconnect more often, so it makes sense. Nonetheless, CUDA limits my scenes up to 64 color maps, and sometimes background objects (like buildings) add to more than that in the scene and I have no option to disconnect them when I need to. I usually have to convert the RGBImage nodes to something else, and then zero the parameter so that it doesn't affect the scene. I wish I could just disconnect them instead, not only for consistency, but also it would be less work. :)
Ken1171
Licensed Customer
Licensed Customer
 
Posts: 151
Joined: Sun Feb 10, 2013 11:41 pm
PreviousNext

Return to Poser


Who is online

Users browsing this forum: No registered users and 11 guests

Tue Apr 23, 2024 4:02 pm [ UTC ]