"fake shadows" bug?

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divljikunic
Licensed Customer
Posts: 31
Joined: Sat Oct 03, 2015 10:57 am
Location: Zagreb, Croatia

I've been having inconsistent results with architectural glass in Octane, and I've managed to pinpoint the problem.

This is a top down cutout of a "room" with a super-thick wall and a glass pane in the middle of the window opening in that thick wall. It clearly displays how light behaves after passing through glass. PT kernel, single color texture environment (it's the same in PMC).
frm_fakeshadows.jpg
The "fake shadows" option doesn't behave when using standard mesh lights, only with a skylight. I usually use a skylight, however using separate emissive planes has a lot of advantages, enables much finer control, avoiding burnt-out exteriors etc.
Glass rendering in general seems a bit odd in octane and I usually end up doing very strange tweaks and/or compositing and photoshop to make it "look good", instead of adhering to, you know, physics.. :)

Any thoughts on this?

Jan
Jan Ruzic, Zagreb, CRO
8core AMD, 32gb RAM, gtx980ti
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bepeg4d
Octane Guru
Posts: 10467
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Sorry, it's not completely clear for me :roll:
Does should be sky and emitter instead of portal and emitter?
Could you share a simple obj scene or better an orbx file?
ciao beppe
divljikunic
Licensed Customer
Posts: 31
Joined: Sat Oct 03, 2015 10:57 am
Location: Zagreb, Croatia

bepeg4d wrote:Sorry, it's not completely clear for me :roll:
Does should be sky and emitter instead of portal and emitter?
Could you share a simple obj scene or better an orbx file?
ciao beppe
No need for that, it happens in every scene. I'll try to illustrate better with a real-life example, just give me a couple of days to find the time to do it.. :D

I'm talking specifically about interiors, product renderings are usually a trivial task for any GI, especially Octane's...
Jan Ruzic, Zagreb, CRO
8core AMD, 32gb RAM, gtx980ti
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