OctaneRender™ Standalone 2.02

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ROUBAL
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Experimenting with my example in the post above, I had to render the RR area with 5 samples per pixel instead of 128 for the whole image, to match the same grain. I define the RR Area, relaunch the render, and pause as soon as the the grain matches the grain outside the RR area.
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matej
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I used RR now on a real project, and yeah it does the job nice enough - render the whole image to some X samples and then correct the problematic areas with RR. Tho, there's two problems:

1.) It requires your constant presence. Usually there's several noisy areas in a render that you'd want to sample a bit more, which means you must sit there and manually pick the regions.
2.) It's a rectangular region and even with feathering the sampling discrepancy between regions start to become noticeable.

There was some talk a while ago (year+) about a "sampling brush" implementation, that would solve both those problems. I imagine the work-flow as: you set up your render, leave it to sample a little to estimate the problematic areas and then you would paint a grayscale mask over the render. Areas where the mask is 1.0 would make Octane increase sampling (or it could be inverted, doesnt matter). This way you could prepare the RR in advance without the need to be present while rendering and it would offer better transitions between 1.0 (full additional sampling) and 0.0 (no additional sampling) with intermediate values. A circular brush with opacity setting would do just fine. Or Octane could load any rectangular grayscale image and use it as brush.

-------------------
unrelated note:

Does anyone else not like the new way to input texture scaling (already present in Octane 1.5*) - using decimal values to "scale up" your texture? In Octane 1.2 if you wanted to repeat your texture seven times across a surface, you imputed 7 - easy enough. But now you have to input.. um, let me check the calculator.. 1/7 = 0.142... It feels weird and contrary to common sense (and how other software works) of "multiplying the texture across a surface". Keyword being multiplying, not dividing :)
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resmas
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FrankPooleFloating wrote:Yeah, I think some of us were picturing/wanting region render as a cropped version of full image... This is what I would have preferred. In LW plug (1.5) we were able to do region as cropped (Juanjo was able to tap into LW's region interface), and it was damn fast! It is probably just as fast now, considering that all the samples are getting tossed at region - and one can zoom in during render and observe noise disappearing etc. This style definitely has its pros too of course. I just wish there was a way to do the cropped region render as well. All good I guess. Nothing to get panties in a bunch over...

hello mate I think for now they can´t do this kind of RR because of buffer and the render passes, maybe thy can do something in the future.

What was displayed outside the cropped area? inside was the render, outside was the wireframe LW viewport?
If it is doable in Octane we would have to chose what would be displayed outside the cropped RR, and GPUs have to be rendering 2 viewports - the inside part in PT (example) and outside in - DL AO.(or wireframe)...

If they can do it would be cool...but looks hard and heavy calculation without losing more speed.

cheers
resmas
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resmas
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hello mate
you are correct, that was in the first release tests with RR, my mistake.

I think how the RR is working allow to really nice possibilities.


ROUBAL wrote:
As soon as you make a change in the scene that would restart rendering, the rendering is restarted in the selected region and there won't be any feathered edges anymore.
ROUBAL wrote:
1 - Render the Region Render window with the same quality as the rest of the image.

2 - Render improved quality as currently AND displaying the real amount of samples per pixel necessary to get the same quality over the whole image.
I don't know nothing about coding and programing, but when gpu rendering, would be really hard to specify the exact quality in different parts of the image, as we know that when we render some parts can render 10x times more and never get the same quality of others.

I don't know if we can do it now- but would be nice if we could saver only the selected RR, for now I save all the image and then crop it in post processing to match the already rendered and saved image.

cheers
resmas
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ROUBAL
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I don't know if we can do it now- but would be nice if we could saver only the selected RR, for now I save all the image and then crop it in post processing to match the already rendered and saved image.
IMHO, it is better to save all the image instead of the RR area only, because it would be tricky to align the patch with the complete image.

For example, when I save a png image with an object on transparent background, I have to paint a bit in the corners before making a copy paste in an other image, because Photoshop Elements has no marks in the transparent area to detect/align the corners of the image in the frame.
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coilbook
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please please add show mix material in viewport for 3ds max plugin so hard to work in the viewport when everything is pure black!!! please
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Talleman
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When using the rounded edges option with CAD data, the result is unusable. below is a link to a scene file to give a good example.

https://www.dropbox.com/s/kusxfdzzmdiw8 ... oblem.orbx
Thomas Alleman
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Those who get wisdom do themselves a favor, and those who love learning will succeed.
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grimm
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Found a Lua bug, when I set the range min and max for a slider component so it's starts at zero (0), the value labels of the sliders get compressed like the "Frame # Start" and "Frame # End" here:
slider-bug.png
If I change the range so that it starts with one (1), the labels are nice again like "Frame # Start" here:
slider-bug2.png
Jason
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stratified
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grimm wrote:Found a Lua bug, when I set the range min and max for a slider component so it's starts at zero (0), the value labels of the sliders get compressed like the "Frame # Start" and "Frame # End" here:
slider-bug.png
If I change the range so that it starts with one (1), the labels are nice again like "Frame # Start" here:
slider-bug2.png
Jason
Yep, that is a bug. We'll try to fix it for the next release.

cheers,
Thomas
Tugpsx
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Again thanks for the update
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