OctaneRender™ Standalone 3.03.2

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funk
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The fix for "use baking position" mentioned here by Mojave is broken:
viewtopic.php?f=33&t=53732&start=50#p273112
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Rikk The Gaijin
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Sorry if this was discussed before, but.. Is it me or there is no motion blur on the hair primitives in the standalone? :|
David_S
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Hi,

maybe this happens only on OSX: double-clicking a .orbx opens standalone, but not the file.
Would be nice, if it behaves like other file/program-relations.

best
David
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BorisGoreta
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Why does a building with a partial glass facade render twice as fast if the glass is not set to fake shadows ? 23 MS/Sec compared to 59 MS/Sec. I thought Fake Shadows would render faster, what is the point with this then ?
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nuno1980
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BorisGoreta wrote:Why does a building with a partial glass facade render twice as fast if the glass is not set to fake shadows ? 23 MS/Sec compared to 59 MS/Sec. I thought Fake Shadows would render faster, what is the point with this then ?
Seems normal... Uncheck "fake shadows" to be slower but true caustics (attention: no "caustic blur"). ;)
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BorisGoreta
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No, it is the other way around, with Fake Shadows checked it is twice as slow.
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abstrax
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Rikk The Gaijin wrote:Sorry if this was discussed before, but.. Is it me or there is no motion blur on the hair primitives in the standalone? :|
I just checked an Alembic file with animated hair vertices and that works:
hoops_mb.png
If you could send me a scene where it doesn't work, we can have a look. Thank you.
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abstrax
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BorisGoreta wrote:Why does a building with a partial glass facade render twice as fast if the glass is not set to fake shadows ? 23 MS/Sec compared to 59 MS/Sec. I thought Fake Shadows would render faster, what is the point with this then ?
When you enable "fake shadows" direct light rays are traced through the glass facade. In that case the glass facade isn't disappearing, but Octane has to run a ray-tracing operation for every fake shadow surface it encounters, and since your glasses probably have thickness, there are more ray-tracing operations to do than when "fake shadows" is disabled.

And destroy the misconception of "fake shadows": This option doesn't exist to make rendering faster, but to allow sunlight through glass, because paths (originating at the camera) will almost never hit the sun indirectly, because the sun is just too small. To give you an idea: The suns "area" on the sky covers about ~1/130000 of the hemisphere, i.e. if you shoot 130000 rays randomly towards the sky, in average only one will hit the sun.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
mikinik
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abstrax, hi! On VDB file from fumeFX, emission ramp not work correctly. Сan you fix it?
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coilbook
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any news on new update that fixes bright light when mixed cards are used? THAnk you
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