Moderator: face_off
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.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 ?
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.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.
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.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)
face_off wrote: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.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)
Paul
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.* 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?
Change it to an RGB Image and then "Save as Default".* 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?
It is Enabled by default, however your default rendertarget has it off, so tick "Importance Sampling" 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.
This happens already!* 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.
You can disconnect some nodes ("Bump", "Displacement", "Normal") by selecting the "Disconnect" node type.* 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.
face_off wrote:This happens already!
You can disconnect some nodes ("Bump", "Displacement", "Normal") by selecting the "Disconnect" node type.
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