OctaneRender™ Standalone 1.13

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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

necko77 wrote:For me its not possible to get shadows from sun on mate material...Is this my error or there is a way to accomplish this using octane environment settings (octane sun)....


Take a look at example...
Are the normals on the ground plane pointing down? The deep_channel_kernel will render purple, while if the normals point up it renders green. If not can you send us a simple scene showing the problem?

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Roeland
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smicha
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Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

roeland wrote:
Are the normals on the ground plane pointing down? The deep_channel_kernel will render purple, while if the normals point up it renders green. If not can you send us a simple scene showing the problem?

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Roeland
Roeland,

Is this info about coloring in Deep Channel Kernel available anywhere? I looked in manual but found nothing.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
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benjamin9999
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Joined: Sun Oct 28, 2012 11:49 pm

Are there any known issues with PMC at this time?

It seems like bumpmap scale is broken, or normals are not unit length, or some other similar bug.

Once I even saw something worse on a non-bumpmaped curved surface where the edges of every triangle were dark at the edges... sorry that I don't have images of it, but I could try and reproduce it. (This is why I considered that it is a normal interpolation problem and not necessarily a bumpmap problem)

Here's some examples. 16000 samples PT vs. PMC, both v1.13 (win/x64)

PT version is correct (or at least, it also matches Direct Lighting version) in each case... the 3rd is just to show that PMC is still superior at clearing with the same # of samples, despite the errors.


My project is all indoors with indirect or small lights, so I'd prefer to use PMC which (in the past) provided much better results than PT in less time.

Thanks!
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

smicha wrote:Roeland,

Is this info about coloring in Deep Channel Kernel available anywhere? I looked in manual but found nothing.
The coloring of normals is simple, it maps all possible normal directions on a sphere inside the RGB cube. (0, 0, 0) is mapped to the center of the cube, (128, 128, 128), which is gray. Then the normal vector is added, multiplied with 128. The normal vector of a ground plane is (0, 1, 0), this one is mapped to (128, 255, 128), light green. (0, -1, 0) goes to (128, 0, 128), dark magenta.

If you are checking if normals are oriented correctly you can use a sphere or a cube as a reference (the ground plane should have the same color as the top face of the cube). If you are checking if smooth shading normals are calculated properly then you should check if flat surfaces have a solid color and not a gradient.

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Roeland
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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

benjamin9999 wrote:It seems like bumpmap scale is broken, or normals are not unit length, or some other similar bug.
PMC can render a lot of noise on object with high frequency bump maps, because its adaptive sampling won't work well on these surfaces. If you are not rendering an animation you can decrease the power of the bump map if the object is seen from far away.

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Roeland
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necko77
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Joined: Thu Jan 21, 2010 11:27 am
Location: Bosnia&Hercegovina

roeland wrote:
necko77 wrote:For me its not possible to get shadows from sun on mate material...Is this my error or there is a way to accomplish this using octane environment settings (octane sun)....


Take a look at example...
Are the normals on the ground plane pointing down? The deep_channel_kernel will render purple, while if the normals point up it renders green. If not can you send us a simple scene showing the problem?

--
Roeland
Problem solved, it was my error, modeling error...
Thank you and Roubel for explanation
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