Just rendered a test scene over night only to find that towards the end one of the surfaces starts to flicker between smooth & flatfaced. It's the white surface at the back, visable towards the end around 8 seconds.
Another bug is Layouts colour scheme goes wrong after an F9/F10 render. (See image).
Sample video:
https://vimeo.com/73132202
About:
This little Octane test uses Lightwave's new spline tool for the road & raycast for the car wheels. I've not set up the raycast yet, the first part was really to set up the car motions & road curve.
The idea is to set up the road in a straight line in modeler & use Instancing for buildins & trees. Then in layout use the new spline tool to create a nice twisting road. This version I've deleted the houses, but they are placed with short sided quads also deformed to the spline.
This is a first attempt. I'm not happy with the camera motion. I made the mistake of parenting the camera to the car (well it's controller). It looks odd at the turns. My new version looks much better.
The car model is from:
http://www.scifi3d.com/details.asp?intG ... 28&key=639
Shaun.
This video also helps to show the real need for motion blur. I hope this is a feature coming soon.
The plan is to fake the motion one the wheels with textures & smoothed out treads
Smoothing bug on animation...
Moderator: juanjgon
Flickering show some kind of polygons overlapping. How big is your scene, and how far from origin is the car at the end of the animation?
Remember that Octane uses single precision floating point math, so if you scene is too big (for example some km.), you should tune the "Ray Epsilon" parameter in your render target kernel node (default is 0.0001, you can try 0.001 or more with this scene)
Also be sure that you don't have complex polygons or polygons with holes in this model.
-Juanjo
Remember that Octane uses single precision floating point math, so if you scene is too big (for example some km.), you should tune the "Ray Epsilon" parameter in your render target kernel node (default is 0.0001, you can try 0.001 or more with this scene)
Also be sure that you don't have complex polygons or polygons with holes in this model.
-Juanjo
- NemesisCGI
- Posts: 111
- Joined: Sat Apr 06, 2013 3:18 am
The flickering is the reflections. The trees whip by to fast and cause that flicker.juanjgon wrote:Flickering show some kind of polygons overlapping. How big is your scene, and how far from origin is the car at the end of the animation?
Remember that Octane uses single precision floating point math, so if you scene is too big (for example some km.), you should tune the "Ray Epsilon" parameter in your render target kernel node (default is 0.0001, you can try 0.001 or more with this scene)
Also be sure that you don't have complex polygons or polygons with holes in this model.
-Juanjo
The car moves around 1.5km from origin, but I don't think that's the problem I've included an image to help show you what I mean.
I ran into a problem today while surfacing, octane just would not smooth a surface. A save, quit and reload fixed the problem.
Shaun.
Win 7 pro 64bit GTX780
I see, then problem is that we need motion blur to avoid this problem ... for now there is no easy way to avoid this problem in fast scenes like this one, you are going to need to tune your scene to avoid this reflection.NemesisCGI wrote:
The flickering is the reflections. The trees whip by to fast and cause that flicker.
The car moves around 1.5km from origin, but I don't think that's the problem I've included an image to help show you what I mean.
I ran into a problem today while surfacing, octane just would not smooth a surface. A save, quit and reload fixed the problem.
Shaun.
About smoothing, when you enable the "Smoothing" parameter in the Lightwave materials editor, you need to reload scene in the IPR (use the "Reload" button) to see the effect. This is because when a surface has smoothing off, Lightwave doesn't compute smoothed normals, they are only available after enable the "Smoothing" parameter, and scene must be reloaded to read the new smoothed normals.
-Juanjo
- NemesisCGI
- Posts: 111
- Joined: Sat Apr 06, 2013 3:18 am
Hi Juanjo,juanjgon wrote:I see, then problem is that we need motion blur to avoid this problem ... for now there is no easy way to avoid this problem in fast scenes like this one, you are going to need to tune your scene to avoid this reflection.NemesisCGI wrote:
The flickering is the reflections. The trees whip by to fast and cause that flicker.
The car moves around 1.5km from origin, but I don't think that's the problem I've included an image to help show you what I mean.
I ran into a problem today while surfacing, octane just would not smooth a surface. A save, quit and reload fixed the problem.
Shaun.
About smoothing, when you enable the "Smoothing" parameter in the Lightwave materials editor, you need to reload scene in the IPR (use the "Reload" button) to see the effect. This is because when a surface has smoothing off, Lightwave doesn't compute smoothed normals, they are only available after enable the "Smoothing" parameter, and scene must be reloaded to read the new smoothed normals.
-Juanjo
The two images I show above happen on a F10 render, some frames were rendered by octane with out smoothing & most were.
Also when I was surfacing reloading the scene in IRP had no effect. I had also saved the object.
I've got the final animation rendering now, the reflection problem fixed in this one. So far no smoothing problems.
Shaun.
Win 7 pro 64bit GTX780
- NemesisCGI
- Posts: 111
- Joined: Sat Apr 06, 2013 3:18 am
Okay, the problem is still visable in my new render.
Here's a video of what I'm seeing in layout:
https://vimeo.com/73220273
As you can see, the smoothing gets lost for the whole model not just one surface.
And also the updated render from last night:
https://vimeo.com/73220288
It's hard to see the problem in the shot. It's just before the car goes under the bridge.
If needed I could send you the scene...
Shaun
Here's a video of what I'm seeing in layout:
https://vimeo.com/73220273
As you can see, the smoothing gets lost for the whole model not just one surface.
And also the updated render from last night:
https://vimeo.com/73220288
It's hard to see the problem in the shot. It's just before the car goes under the bridge.
If needed I could send you the scene...
Shaun
Win 7 pro 64bit GTX780
Yes, I can see the problem ... in the video smoothing is only visible in the frame 104, not in the other frames.
If you reload scene is smoothing visible for the current frame? ... I think that the problem is there while updating scene. If you render the animation using the option to full reload scene for each frame, available in the render target render options, perhaps smoothing could be OK in all frames.
Anyway this is a bug, if you can send to me the most simple scene that show the problem (for example the car scene without trees, or other elements not needed to see the smoothing issue), I will test it here.
-Juanjo
If you reload scene is smoothing visible for the current frame? ... I think that the problem is there while updating scene. If you render the animation using the option to full reload scene for each frame, available in the render target render options, perhaps smoothing could be OK in all frames.
Anyway this is a bug, if you can send to me the most simple scene that show the problem (for example the car scene without trees, or other elements not needed to see the smoothing issue), I will test it here.
-Juanjo