I have some errors with my renders I update my drivers all good here my test scene.

and extra info.
scene stop render after 5min.
Best
Jo
everything justBuraq wrote:How did you export to Standalone? Something new ? Give some tips pleaseElvissuperstar007 wrote:Оо Forest Pack export to Standalone !!!!!
what??? =)Elvissuperstar007 wrote:Оо Forest Pack export to Standalone !!!!!
How do you normally combine (or connect) smoke and fire from FumeFX in Houdini? Can I have a .hip please so I can understand what you mean?nikostap wrote:Thanks for alpha) vdb grid mapping work great, but can u add a multi-channel grid? To be able to select more than one or combine two(or more) channel as one. Thanks)
Because Futefx has two channels the smoke and fire, they need to connect. I know that this can be done in Houdini, but it is not very convenient.
No it is using OpenSubdiv in adaptive mode. But Octane can't render bicubic patches so it will render polygons instead.calus wrote:Where is this "adaptive subdivision surface method" coming from ? and what is it supposed to be useful for ?
As in my test, I can see this have nothing to do with the "Opensudiv catmull-clark adaptative" method, or even a view dependent method...
Is it supposed to be a "surface normal" dependent method ?
Hi Roeland and thanks so much for your answer.roeland wrote:No it is using OpenSubdiv in adaptive mode. But Octane can't render bicubic patches so it will render polygons instead.calus wrote:Where is this "adaptive subdivision surface method" coming from ? and what is it supposed to be useful for ?
As in my test, I can see this have nothing to do with the "Opensudiv catmull-clark adaptative" method, or even a view dependent method...
Is it supposed to be a "surface normal" dependent method ?
Tesselation will be finer around vertices which don't have exactly 4 neighbouring faces, and around semi-sharp edges. The mesh you show is the expected result on a cube. You'll see the smaller polygons around the corners (which have 3 faces around them).
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Roeland