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Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Wed Dec 13, 2017 6:53 pm
by rodross
Timelinedenmark wrote:You do know, that in order to use above link correct (refractiveindex), you have to input the wavelengths for Red, Green and blue right? Otherwise it´s just an IOR.


I did not know that, no.

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Thu Dec 14, 2017 9:03 am
by bepeg4d
Timelinedenmark wrote:
rodross wrote:
Timelinedenmark wrote:Would still love to know how OTOY expect us to use N & K Values in the new metal material. To my knowledge, every single piece of reference is based on separated RGB channels, and not a single value.


https://refractiveindex.info/

This site is what I use for it.



You do know, that in order to use above link correct (refractiveindex), you have to input the wavelengths for Red, Green and blue right? Otherwise it´s just an IOR.

Try Google "Complex IOR". Every source out there is based on 3 x n & k values. One n & k value for each channel.

How it should look like:
https://support.solidangle.com/display/ ... omplex+IOR
https://docs.chaosgroup.com/display/OSL ... nel+shader


Hi Timelinedenmark,
better to talk about this argument in the Standalone section, since it is not plugin related:
viewtopic.php?f=33&t=63219
Here you can find the general concept:
viewtopic.php?f=73&t=43973
ciao beppe

Re: Version 3.08-test6 (TEST VERSION)

PostPosted: Tue Dec 19, 2017 4:38 pm
by atome451
PHM wrote:
rodross wrote:Looks like there's a bug with mixtextures. Try putting a mixtexture into the diffuse, put it on an object, and send over with an octane sky (no need for hdr). It does some weird stuff especially when you toss in a dirt shader as the mix amount. Renders half and/or quarters of the image wrong.


I think I can add to this: doing some testing it looks like mix materials in 3.08 break if they've got textures in and you are using slaves.

I haven't had time to try and convert it to an Uber material, but I'm guessing this change has something to do with it?

EDIT: Looks like it is happening in standalone too
viewtopic.php?f=33&t=64362&p=328272#p328267

I have the same problem. If you desactivate "Minimize net traffic", it will work probably on Live Viewer but not on Picture Viewer in HD.

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Sat Dec 23, 2017 9:11 pm
by desire
Hi!
Very impressed with the new stuff, it's great!
Have anyone noticed speed loss using current 3.08 compared to 3.07 (latest builds)?
Today got 2m38 with 3.08 and 2m01s with 3.07 on the same frame (and the same scene of course).

I see some colors/lightnes differents also, but it's Ok, it's already familiar and does not cause problems

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Sun Dec 24, 2017 9:31 am
by aoktar
desire wrote:Hi!
Very impressed with the new stuff, it's great!
Have anyone noticed speed loss using current 3.08 compared to 3.07 (latest builds)?
Today got 2m38 with 3.08 and 2m01s with 3.07 on the same frame (and the same scene of course).

I see some colors/lightnes differents also, but it's Ok, it's already familiar and does not cause problems

Emissions have got some fixes. So it should be the reason. Also speed drop is noted on standalone release topic.

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Tue Dec 26, 2017 5:37 pm
by useruser
at first: happy x-mas to all of you! :)
aoktar@ once again: thank you for the latest upate! its great how fast you always impletement the new and amazing stuff-

with the new release i got a problem with my netrender-slaves:

no matter what i am doing: adjust some parameters in materials, add or delete objects in objectmanager. it seems as if all my clients lost the connection to the current, loaded project. they stopped rendering. i see it if i look to the nvidia-inspector.
nsepctor.jpg


the only thing that fix it is to resend the whole scene to all clients. i dont know exactly when the clients "lost" the connection to the current project, and stops rendering. but it happens relatiivately fast, at the moment when i start to modify some things in the project. for that reason i switch back to v 3.07.
sorry for being too lazy but i dont read the whole thread until now, so maybe someone else have the same issue like me.
thank you in andvance! :)

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Fri Dec 29, 2017 2:22 pm
by Overdrive_Studios
So, a couple billion years to see a stable release we subscription users can actually use? 3.09 seems a mirage.

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Fri Dec 29, 2017 2:59 pm
by rodross
Overdrive_Studios wrote:So, a couple billion years to see a stable release we subscription users can actually use? 3.09 seems a mirage.


Then don't use subscription. These are beta releases, so you're complaining about something that, normally, most software owners have no part in anyways. They wait much longer for features, AND they generally have to pay for them.

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Mon Jan 01, 2018 7:37 pm
by aaronheth
Does OSL texture support in 3.08 mean X-Particles materials will work in Octane?

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

PostPosted: Mon Jan 01, 2018 10:20 pm
by aoktar
aaronheth wrote:Does OSL texture support in 3.08 mean X-Particles materials will work in Octane?

No. You should use octane materials with medium and instance colors.