OctaneRender™ Standalone 1.12

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manalokos
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roeland wrote:
It seems subsurface scattering on diffuse materials with transmission is broken. We will fix this in the next release.

--
Roeland
It seems to work for me in Windows 7 Octane 1.12
SSS with diffuse, transimission, scattering...
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ROUBAL
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I have found the cause of the problem : it is not about transparent shadows, but about incompatibility of the method used with the use of dirt on the material receiving the shadow, due to proximity of the two meshes creating dirt under the sticker !

Inverting the normal on the dirt texture removes the black area, but all parameters have to be minimal to avoid artifacts, and the dirt is no more visible.

See this topic for example scene and explanations :

http://render.otoy.com/forum/viewtopic. ... 01#p133101
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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sigmamoon
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roeland wrote: It seems subsurface scattering on diffuse materials with transmission is broken. We will fix this in the next release.

--
Roeland
apologize Roeland

i didnt see your reply about this SSS problem.
but I have, may be, some answers, thanks to the help of "face_off"

i ll do a video soon to explain better but i constat there are really more noisy effect with last versions.

thank you "Roeland" to have confirmat some troubles with SSS
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mainframefx
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The render prioity setting is great thing, though it seems this only affects Octanes UI. Would it be possible to set the priority for the whole executable so other programs don't slow down so much? This is really one of the most annoying things yet with Octane. Most of the time you can't use your system anymore unless you use another GPU for your displays.
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i7-3930K@4,2GHz | 32GB RAM | 1x GTX 560 Ti 448 | Windows 7 x64 SP1
i7-2600K@4,4GHz | 16GB RAM | 1x GTX 560 Ti 448| 1x Quadro 2000D | Windows 7 x64 SP1
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ROUBAL
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In an attempt to use a home made tileable cloud texture for Bump instead of the turbulence or other mix of available procedural textures not giving the result that I need, I have discovered one more unexpected and weird behaviour :

If you apply a BMP image as floatimage to the Bump input of a glossy material on a mesh with no UV system definite and increase the scale of the Bump texture above 1.0, the mesh becomes transparent !


It doesn't occur if you apply a PNG image instead of the BMP.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
gah5118
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update to the HDR texture environment issue. When updating an HDR i have to load a different hdr, then back to the one i updated for it to refresh.
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Sakalakapaka
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Thanks for new features :D

I have problem when changing resolution, i can made it only once, then when i pause render, change resolution second time and resume render, nothing happens. I must click "restart render" button to apply changes.

If i change the type of environment, from daylight to texture, i also must click "restart render"

I can change sun and sky colour, but not ground plane colour :cry:

I didn't encounter a problem with transparent bitmap shadow, mentioned by ROUBAL.

One more big problem. See atached image. Directlighting preset 3, glossydepth 5, "alphachannel" and "keep_ebviroment" on. Odd transparency bug.

Drivers version 314.07
Attachments
Problem.jpg
English is not my native language.

]Intel Core i7 4790K, 2 x Nvidia Geforce GTX 780 Ti SLI, 32GB ram, NEC SpectraView 242, Windows 7 x64
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ROUBAL
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Well, I confirm that there is a problem with the Bump node : When increasing the scale value of the texture, the material becomes transparent. This time it happens with the turbulence procedural texture, so it has nothing to do with the lack of UV coordinates.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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roeland
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ROUBAL wrote:In an attempt to use a home made tileable cloud texture for Bump instead of the turbulence or other mix of available procedural textures not giving the result that I need, I have discovered one more unexpected and weird behaviour :

If you apply a BMP image as floatimage to the Bump input of a glossy material on a mesh with no UV system definite and increase the scale of the Bump texture above 1.0, the mesh becomes transparent !
There is a problem with bump mapped materials becoming transparent in some cases. It is fixed in our next release.

Jaberwocky wrote:Not sure if this ones in import bug or not but, if you create a 24 side tube in Sketchup and send it without a material into Octane , then assign a material in octane, the material smoothing works fine,If however you assign a material in Sketchup as a 'placeholder material' and then when that material is reassigned in Octane with a new material , the smoothing tick box will not work, you can still see 24 faces on the cylinder.
Can you verify that with smoothing enabled, the output of the deep_channel_kernel is identical for the Shading normals and Geometric normals mode? You can also open the import settings and disable "use OBJ vertex normals if supplied", in case the exported shading normals are not smoothed.

--
Roeland
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