OctaneRender™ Standalone 3.03.2

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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby funk » Tue Aug 02, 2016 12:26 pm

funk Tue Aug 02, 2016 12:26 pm
The fix for "use baking position" mentioned here by Mojave is broken:
https://render.otoy.com/forum/viewtopic.php?f=33&t=53732&start=50#p273112
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby Rikk The Gaijin » Wed Aug 03, 2016 4:48 am

Rikk The Gaijin Wed Aug 03, 2016 4:48 am
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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opening .orbx on OSX

Postby David_S » Wed Aug 03, 2016 1:40 pm

David_S Wed Aug 03, 2016 1:40 pm
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
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby BorisGoreta » Wed Aug 03, 2016 9:14 pm

BorisGoreta Wed Aug 03, 2016 9:14 pm
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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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby nuno1980 » Wed Aug 03, 2016 10:39 pm

nuno1980 Wed Aug 03, 2016 10:39 pm
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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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby BorisGoreta » Wed Aug 03, 2016 10:44 pm

BorisGoreta Wed Aug 03, 2016 10:44 pm
No, it is the other way around, with Fake Shadows checked it is twice as slow.
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby abstrax » Wed Aug 03, 2016 11:04 pm

abstrax Wed Aug 03, 2016 11:04 pm
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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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby abstrax » Wed Aug 03, 2016 11:11 pm

abstrax Wed Aug 03, 2016 11:11 pm
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.
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby mikinik » Sat Aug 06, 2016 8:54 am

mikinik Sat Aug 06, 2016 8:54 am
abstrax, hi! On VDB file from fumeFX, emission ramp not work correctly. Сan you fix it?
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Re: OctaneRender™ Standalone 3.03.2 - updated [current 3.xx]

Postby coilbook » Sat Aug 06, 2016 11:56 pm

coilbook Sat Aug 06, 2016 11:56 pm
any news on new update that fixes bright light when mixed cards are used? THAnk you
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