Seems like the smoothing is off on some areas. I'm using Octane standalone v.1.11
Anyone know what is going on here and how to fix it?
Smoothing problem in v1.11
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Looks like you use user normals.
Open the mesh in modo, select the mesh.
Select the list tab and under Name expand Other Maps. I think that there is a map called Surface Normal.
Delete this map and save the mesh. Open it in Octane and show...
face
Open the mesh in modo, select the mesh.
Select the list tab and under Name expand Other Maps. I think that there is a map called Surface Normal.
Delete this map and save the mesh. Open it in Octane and show...
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
Zay, could it be a rayepsilon setting issue?
Paul
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
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
The next thing in my mind is, maybe these are two meshes?
face
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
I have experience the same problem like this and there are 2 solutions for me that solve it...
1. import the mesh to rhino5 and use WELD command to weld vertices... (so in this case some vertices of the mesh are not weld together?) or
2. import the mesh to blender and use SHADE SMOOTH command to make it smooth... (so in this case it's about smooth group problem?)
I hope this can help you
1. import the mesh to rhino5 and use WELD command to weld vertices... (so in this case some vertices of the mesh are not weld together?) or
2. import the mesh to blender and use SHADE SMOOTH command to make it smooth... (so in this case it's about smooth group problem?)
I hope this can help you
It looks like the shading normals are just plain wrong, note how the highlights shift around when you enable smoothing. They should stay in place and just get smoother. Can you render the object with the deep_channel_kernel and compare the output of its "Geometric normals and Shading" normals mode?
You can tell Octane to not import any normals. Select the mesh node, in the node inspector click the settings button at the top, and in the dialog disable "use OBJ vertex normals if supplied".
You can tell Octane to not import any normals. Select the mesh node, in the node inspector click the settings button at the top, and in the dialog disable "use OBJ vertex normals if supplied".
Still haven't fixed it completely. But removing the surface normals and subdivide it twice almost fix it. But going from 7000 tris to 100000 tris seems to be a bit much just to get a almost clean render.
I have attached the scene and OBJ if someone feels it can be done better and perhaps can tell me the correct work flow to get an object cleanly in to Octane.
Yes, rayepsilon can just be set to max, but that's not an option for me as it will destroy other things in a full scene.
I have attached the scene and OBJ if someone feels it can be done better and perhaps can tell me the correct work flow to get an object cleanly in to Octane.
Yes, rayepsilon can just be set to max, but that's not an option for me as it will destroy other things in a full scene.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
I checked the model.
The normals look messed up in the ocs somehow.
I simply set the normals to face and resmoothed the geometry in maya.
Now it looks better without subdividing the polys.
It still has some kinks here and there but it looks better...
see attached the new obj
The normals look messed up in the ocs somehow.
I simply set the normals to face and resmoothed the geometry in maya.
Now it looks better without subdividing the polys.
It still has some kinks here and there but it looks better...
see attached the new obj