OctaneRender™ Standalone v1.0 beta3.02a [obsolete]

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matej
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abstrax wrote: Why don't you use just one specular material for the droplets?

Regarding the speed drop: How does it compare to 3.01? 2.59 doesn't support instances which is probably the main reason why it's faster.
It's an old project, I don't really remember why I set the material so. I probably had an "artistic" reason :D

In 301 it renders in 13:22, so 42 seconds slower than 302. Instances are not used in any of these (note at the bottom of the screenshot it says 1 meshes). But as I understand the new framework that allows instances causes some slowdown even if instances are not used?
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abstrax
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matej wrote:
abstrax wrote: Why don't you use just one specular material for the droplets?

Regarding the speed drop: How does it compare to 3.01? 2.59 doesn't support instances which is probably the main reason why it's faster.
It's an old project, I don't really remember why I set the material so. I probably had an "artistic" reason :D

In 301 it renders in 13:22, so 42 seconds slower than 302. Instances are not used in any of these (note at the bottom of the screenshot it says 1 meshes). But as I understand the new framework that allows instances causes some slowdown even if instances are not used?
Thanks for the feedback. The speed numbers roughly match what you get on Windows, which is good.

Regarding instances: Yes, with beta 3.00 instances were introduced that slow down rendering speed by 10-20%, even if no instances are used. Usually it still renders faster if all geometry is in one mesh node than distributed over several instances. The reason of the slowdown even if you are not using instances is that some additional logic needed to be inserted in various places which is not for free. We will see what we can do about it (if at all), but that's how it is for now.

Cheers,
Marcus
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pixelrush
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I guess the performance loss is an acceptable trade off for instances capability. ;)
It would be nice to work around the additional logic if you aren't regularly using instances though.
You don't forsee any further significant losses do you? :roll: I mean hopefully Maxwell generation won't be as disappointing as Kepler. We want to keep moving forward despite the odd bit of code creep.
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marcio_max
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Benchmark GTX 670 4GB :)
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matej
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marcio_max wrote:Benchmark GTX 670 4GB :)
Try pathtracing and PMC ;) (please :) )
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smicha
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I have strange cracks after importing obj into Octane (2.58e and 3.01, 3.02a tested - same problem.) I attach ocs (and .skp model). Could you please test it? Why I see these holes?
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abstrax
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smicha wrote:I have strange cracks after importing obj into Octane (2.58e and 3.01, 3.02a tested - same problem.) I attach ocs (and .skp model). Could you please test it? Why I see these holes?
You see these holes, because your geometry in the OBJ file uses n-gons (i.e. polygons with more than 3 or 4 vertices). Octane tries to triangulate them, but it uses a fairly simple algorithm which doesn't always work with concave n-gons.

Solution: Triangulate the geometry during or before the export to OBJ.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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smicha
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Marcus,

I'd used triangulation before and I tried it again in two different ways - once in SU and once during exporting. Both did't solve my problem. I still see cracks in Octane.
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abstrax
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smicha wrote:Marcus,

I'd used triangulation before and I tried it again in two different ways - once in SU and once during exporting. Both did't solve my problem. I still see cracks in Octane.
Then it's probably best, if you could send me the scene (see my PM).

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Rickky wrote:any chance to show us a test scene with the index/fresnel effect.
Are you sure it works ?
Ooops, I get it now :)
Yes, of course we are sure it works ;) In the following examples the six balls have roughness 0, 0.2, 0.4, 0.6, 0.8, 1.0 (left to right) and I modified only the specular value and index of refraction:

specular = 1.0
index = 2.0 (strong Fresnel reflection)
spec_1.0_ior_2.0.png
specular = 0.3
index = 3.0 (very strong Fresnel reflection)
spec_0.3_ior_3.0.png
specular = 1.0
index = 1.5 (normal Fresnel reflection)
spec_1.0_ior_1.5.png
specular = 0.3
index = 0.0 (no Fresnel reflection)
spec_0.3_ior_0.0.png
specular = 1.0
index = 0.0 (no Fresnel reflection)
spec_1.0_ior_0.0.png
I hope that clears the questions.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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