OctaneRender™ Standalone 3.00 alpha 10

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Jolbertoquini
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Hi guys,

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
Attachments
PP_test_still.orbx
Orbx scene.
(6.34 MiB) Downloaded 218 times
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Buraq
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Elvissuperstar007 wrote:Оо Forest Pack export to Standalone !!!!!
How did you export to Standalone? Something new ? Give some tips please :D
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Elvissuperstar007
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Buraq wrote:
Elvissuperstar007 wrote:Оо Forest Pack export to Standalone !!!!!
How did you export to Standalone? Something new ? Give some tips please :D
everything just
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2016-04-28_22-13-02.png
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Buraq
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Elvissuperstar007 wrote:
Buraq wrote:
Elvissuperstar007 wrote:Оо Forest Pack export to Standalone !!!!!
How did you export to Standalone? Something new ? Give some tips please :D
everything just
Thank you! You are the best :)
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glimpse
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Elvissuperstar007 wrote:Оо Forest Pack export to Standalone !!!!!
what??? =)
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haze
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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)Image
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.
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?

Can you send me one of these VDB files? Thanks
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roeland
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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 ?
No it is using OpenSubdiv in adaptive mode. But Octane can't render bicubic patches so it will render polygons instead.

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).

--
Roeland
calus
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roeland wrote:
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 ?
No it is using OpenSubdiv in adaptive mode. But Octane can't render bicubic patches so it will render polygons instead.

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).

--
Roeland
Hi Roeland and thanks so much for your answer.

Right I can see now that this is the cage mesh refinement part of the adaptive Opensudiv method.
adaptive.jpg
adaptive.jpg (11.7 KiB) Viewed 3593 times

So i have more questions:

- 1/ Is it supposed to be used as is? I can't see what it can be useful for (as octane can't render bi-cubic patches but only the cage).
We are missing a second step of global refinement, at evaluation time, relative to the view.
https://www.youtube.com/watch?v=uogAzQoVdNU

- 2/ Or is it only the first step of the implementation and Octane will be able to render bi-cubic patches approximation in future version ?
If this is the case, WOW :shock: ! Assuming the VRAM usage and loading time to be much much lower than for uniform method this will be a game changer against CPU renderer !! :D
and eventually could also be used for hair, particles primitives, displacement ?

-3/ Or will it be useful only in future implementation of openSubdiv which may produce different surface type ?
Pascal ANDRE
gah5118
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a few of the passes are still messed up when saving as exr from batch

When saving out as a exr package from batch render, a few of the passes are messed up

ones that I know of through a few renders are:

roughness
index of refraction
ao


Also, I hope to see more flexibility in the batch render script such as integration of the render pass exporter.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
rogerteddy
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I am not sure if this is a bug and if its a bug I am not sure if its related to plugin or core, so I post it in both places.

As you can see the attached Image there are some polys broken as more far away the model gets from the camera. The tyreprofile is made by displacement. I checked the mapping - everything is fine. I checked the texture, its a png with hiigh resolution of 8k + 2k. It just a part of the profile which is tiled around the tyre.

Image

Any idea?

Kindly rog
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