Ahhh. That's what that parameter does... And the further you turn it up, the more like playing Russian Roulette with a clip-loader it becomes.radiance wrote: once thing to take into account is that pathtracing kernel uses russian roulette to terminate paths,
so after 3 bounces, it starts the russian roulette, and arriving at a maxdepth of say 32 is something that will only happen in very small cases.
basically, after 3 bounces, there is a near 50% probability that the path will be ended at every next bounce.
however octane does'nt do this purely randomly, it does take into account the value of the path, but only when the rrprob option to the kernel is set to 0, eg 'auto'.
Radiance
Working with glass and liquid.
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- Voidmonster

- Posts: 54
- Joined: Thu Apr 08, 2010 6:20 am
- Location: Oceanside, CA
- Contact:
-Zak Jarvis
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
Rendering with Phenom X4 9550 @ 2.20Ghz, 8 gigs of ram, Win7 64bit, GeForce GTX 260 @ 576MHz, 216 core
yeah, the slider controls how many bullets you put in the gun.Voidmonster wrote:Ahhh. That's what that parameter does... And the further you turn it up, the more like playing Russian Roulette with a clip-loader it becomes.radiance wrote: once thing to take into account is that pathtracing kernel uses russian roulette to terminate paths,
so after 3 bounces, it starts the russian roulette, and arriving at a maxdepth of say 32 is something that will only happen in very small cases.
basically, after 3 bounces, there is a near 50% probability that the path will be ended at every next bounce.
however octane does'nt do this purely randomly, it does take into account the value of the path, but only when the rrprob option to the kernel is set to 0, eg 'auto'.
Radiance
if it's at 0.5 half the gun is full of bullets, if it's at 1.0 the gun is full of bullets, if it's at 0.0, it's not empty, then it's automatic, eg it depends on the quality of the ray.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Not as realistic (yet) as voidmonster sample but hey...first test with RC1 release and I'm impressed..no fireflies
(I though my old crappy 8800GT would not be able to handle MTL) and the image look already cool after 8 Minutes!!! if only my GTX470 was already here....postponed again......yaahhhh!!

Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
awesome.. and unless very much mistaken looks slightly faster than the previous release or am I going slightly mad?radiance wrote:yeah, the fireflies on very rough glossy materials weren't caustics but they were the result of a bug that's been fixed in 2.1
Radiance
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
for a fair comparison algorithm wise, you should disable MLT and use pathtracing, or await MLT in octane 2.2.pixym wrote:This is what I get in 2mn with the Glass sample scene in Thea render beta
These kind of scenes are a nightmare to render without MLT.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Complete render of my previous post.
1600x1200 - 1600 maxsamples render time 3:26.14
it looks ok to me except some noise area in the liquid that I immediately identify after few minutes but I though that it would clear off.
1600x1200 - 1600 maxsamples render time 3:26.14
it looks ok to me except some noise area in the liquid that I immediately identify after few minutes but I though that it would clear off.
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
I am not at office right now, but it seemed to be the unbiased engine...radiance wrote:for a fair comparison algorithm wise, you should disable MLT and use pathtracing, or await MLT in octane 2.2.pixym wrote:This is what I get in 2mn with the Glass sample scene in Thea render beta
These kind of scenes are a nightmare to render without MLT.
Radiance
Edit: I dont know what Thea uses... as unbiased algorithm.
Last edited by pixym on Sat Apr 24, 2010 5:01 pm, edited 1 time in total.
Work Station : MB ASUS X299-Pro/SE - Intel i9 7980XE (2,6ghz 18 cores / 36 threads) - Ram 64GB - RTX4090 + RTX3090 - Win10
Net render : MB Asus Pro WS W790E-SAGE SE - XEON - 128GB - 2 x RTX 3090 - 3 x RTX 2080TI
Net render : MB Asus Pro WS W790E-SAGE SE - XEON - 128GB - 2 x RTX 3090 - 3 x RTX 2080TI