Glasses at PMC - caustics smooth - fail!?

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nuno1980
Licensed Customer
Posts: 796
Joined: Sat Dec 18, 2010 10:04 pm

Hi! :)

Glasses have 1.36 millions of polygons!! :) But...

Due to have any limitations for PMC kernel?

see screenshots:

Image
caustics smooth - fail

Image
-wireframe

Image
-glasses setting

Image
-Mat (liquid) setting

Image
-PMC kernel setting

How do I remove "fail"?
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
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FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

Are you happy to zip and post the obj for one of these glasses and let me have a try?
(or email to [email protected] Attention Chris.)

Thanks
User avatar
nuno1980
Licensed Customer
Posts: 796
Joined: Sat Dec 18, 2010 10:04 pm

FooZe wrote:Are you happy to zip and post the obj for one of these glasses and let me have a try?
(or email to [email protected] Attention Chris.)

Thanks
Ok, I have sent to support by email. ;)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
User avatar
FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

Hi, i have been having a play with the scene. Depending on what process i put the OBJ through before rendering i get different results.

ie: I have loaded it into blender, removed the un-necessary geometry then rendered in blender, exported as OBJ again, rendered in the standalone and also imported the obj into C4D and rendered there.

I think a few things could be tweaked:
1) Use less max depth, i know it gives a lot of intricate caustics, but this is probably causing your problem. Far to many bounces means you see all sorts of things and have no idea where they are coming from (it also makes the render slower).
2) Double check your settings on export - check if you are exporting normals (if not try turning it on).
3) Add some caustic blur, even if you want crisp caustics - using something like 0.001 or even 0.0001 will increase render speed of caustics and shouldn't blur them too much.
4) Try using a lower parallelism (3,2 or even 1).
5) Double check scale. I had scale the scene by 0.0001 to get it the right size on import into blender. (and use something other than meters on import into the standalone).

To confirm if it's a OBJ export problem you could try the demo of the c4d plugin (it looked like it was exported from c4d?) and see if you get the same results.

Hope that's not information overload!

Thanks
Chris.
User avatar
nuno1980
Licensed Customer
Posts: 796
Joined: Sat Dec 18, 2010 10:04 pm

@FooZe: Sorry, I have sent by email on today (11:27am UTC). But I read here now and will try... ;)

I want keep max depth 32 for especially objects mirrored and/or speculars (eg: glasses...) because the difference between 16- and 32-depth is little - 32-depth is less dark "glitch".
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
User avatar
nuno1980
Licensed Customer
Posts: 796
Joined: Sat Dec 18, 2010 10:04 pm

Oh! I haven't Cinema4D...
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
MaTtY631990
Licensed Customer
Posts: 754
Joined: Thu Apr 08, 2010 8:38 pm

Why so many polys for the glasses, anyway. Is this is just testing for limits you are doing here.
User avatar
nuno1980
Licensed Customer
Posts: 796
Joined: Sat Dec 18, 2010 10:04 pm

New OR 1.5 fixed my issue. :) But specular material for glass hasn't "floattexture"!??? :? What's name succeed "floattexture"?

WARNING: But I'm very worried due to "water marks" added despite I don't want to render animation. But the developer may be maked mistake because the information doesn't say "water marks" for standalone demo. I respect remove "water marks" but to lock to save image fixed and animation for demo.
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
User avatar
roeland
OctaneRender Team
Posts: 1826
Joined: Wed Mar 09, 2011 10:09 pm

The floattexture is now called greyscale color.

--
Roeland
User avatar
nuno1980
Licensed Customer
Posts: 796
Joined: Sat Dec 18, 2010 10:04 pm

@roeland: Ok, I tried to change 0.500 (reflection) and 1.000 (transmission) in greyscale for glass/water material but looks glass/water very mirrored. Before, 1.20 is excellent - floattexture (reflection w/ 0.5 and transmission w/ 1.0) for glass/water. :(
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
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