The fix for "use baking position" mentioned here by Mojave is broken:
viewtopic.php?f=33&t=53732&start=50#p273112
OctaneRender™ Standalone 3.03.2
- Rikk The Gaijin
- Posts: 1528
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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? 

- 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 ?
19 x NVIDIA GTX http://www.borisgoreta.com
Seems normal... Uncheck "fake shadows" to be slower but true caustics (attention: no "caustic blur").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 ?

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CRT 19" Samtron 19"

- BorisGoreta
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No, it is the other way around, with Fake Shadows checked it is twice as slow.
19 x NVIDIA GTX http://www.borisgoreta.com
I just checked an Alembic file with animated hair vertices and that works: If you could send me a scene where it doesn't work, we can have a look. Thank you.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?
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In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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.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 ?
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
abstrax, hi! On VDB file from fumeFX, emission ramp not work correctly. Сan you fix it?
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