Ok, will add it to the to-do list.BorisGoreta wrote:Would be great if we could get the total number of emissive polygons in the scene together with other statistics. It would be useful for scene optimization since emissive polygons are slowing the render down and introducing noise. So some little polygon which is a part of some model could be easily forgotten. It could stay on even if it is not visible in the scene and thus not needed at all.
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In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Since UDIMs seem to be all the rage lately: What exactly is the benefit of UDIMs over normal texturing? From what I can see, the mesh UV map is distributed over multiple UV [1,1] squares and each square is then assigned a different physical texture. Usually, each UV square seems to cover one part of the mesh that is more or less separate from the rest of the mesh. So why not just split the mesh into multiple objects and map each object to the regular UV square?calus wrote:As normal map has been revisited in 3.0.4 to work with bump map,
I was expecting the other normal map limitations to be removed.
But the material normal map pin still only support imagetexture as input,
and the power pin of imagetexture node still doesn't work for normal map (input is converted to grayscale).
So it's still not possible to mix normal maps together in 3.0.4,
this is a major issue as we can't support UDIM for normal map in DCC plugins because of that.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
@abstrax
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The benefit of UDIM (and other multi-UVtiles convention) is to have higher resolution for textures only on needed part of an object without finishing with one giant texture file,abstrax wrote: Since UDIMs seem to be all the rage lately: What exactly is the benefit of UDIMs over normal texturing? From what I can see, the mesh UV map is distributed over multiple UV [1,1] squares and each square is then assigned a different physical texture. Usually, each UV square seems to cover one part of the mesh that is more or less separate from the rest of the mesh. So why not just split the mesh into multiple objects and map each object to the regular UV square?
this also benefit worflow and organisation, for example it's easier to have only one UberMaterial per object.
Spliting the object wouldn't be handy, for example for a character it's way easier to keep it as one mesh, in the modeling tool, the sculpting/texturing tool, and the animation/skining tool,
and anyway you would end with one material per mesh chunks, so it would be hard to edit all materials at the same time.
The UDIM hype also comes from Mari/Modo/Nuke pushing for this workflow, but there's also the conventions used by Mudbox and Zbrush.
Pascal ANDRE
Thanks for the explanation, it makes sens.abstrax wrote:The reason for that is that we currently have two ways to evaluate shader trees: Either as float (greyscale) value or as spectrum. The normal map would need to have the texture to be evaluated as RGB triplet instead. So duplicating and converting the spectrum texture evaluation to RGB triplets is quite a massive change which we don't want to do now. When we've got OSL running we will look into this again.calus wrote:As normal map has been revisited in 3.0.4 to work with bump map,
I was expecting the other normal map limitations to be removed.
But the material normal map pin still only support imagetexture as input,
and the power pin of imagetexture node still doesn't work for normal map (input is converted to grayscale).
So it's still not possible to mix normal maps together in 3.0.4,
this is a major issue as we can't support UDIM for normal map in DCC plugins because of that.
Pascal ANDRE
is there something wrong with the batch script or i'm missing something?
if i have a large number of render targets the window doesn't scroll anymore and i can't get to the start button
if i have a large number of render targets the window doesn't scroll anymore and i can't get to the start button
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knot515 wrote:is there something wrong with the batch script or i'm missing something?
if i have a large number of render targets the window doesn't scroll anymore and i can't get to the start button
I've been having the same problem since a version or so ago. Just never gotten around to posting about it due to rush projects.
On the other hand, with this release, I really like the render jobs node. Make it so there is a "master node" so multiple render jobs can be connected and ran with one execution rather than multiples; then it's a done deal.
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yes, i tried the render jobs node but it's not as convenient as the working batch render script. The node it's limited to 20 jobs but often happens to me to batch even more targets when testing camera angles. And i'm having two minor issues with the node too. The most annoying it's the fact that when i reopen a file it lost some of its connections. dont know why. very annoying when you have to reconnect every time a lot of targetsgah5118 wrote:knot515 wrote:is there something wrong with the batch script or i'm missing something?
if i have a large number of render targets the window doesn't scroll anymore and i can't get to the start button
I've been having the same problem since a version or so ago. Just never gotten around to posting about it due to rush projects.
On the other hand, with this release, I really like the render jobs node. Make it so there is a "master node" so multiple render jobs can be connected and ran with one execution rather than multiples; then it's a done deal.
The second it's the fact that if i paste the directory path it will not save in the directory i selected. this always worked with the batch script.
How about updating the official benchmark with Pascal capability?
Since there is no optimizations yet but seems like cuda 8.0RC and 8.0 is more like the same for our developers.
It might be great to see the difference without and with the optimizations to be made..
Since there is no optimizations yet but seems like cuda 8.0RC and 8.0 is more like the same for our developers.
It might be great to see the difference without and with the optimizations to be made..
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agreed, it has some kinks that need to be worked out right now. I think once they iron those things out, it will be a more solid path.
another issue that I found last week, is when setting the start and end frames, then reopening the project, the frames are reset. this needs to be fixed. If i noticed correctly, the begin frame doesn't change, however the end frame gets reset to the last frame of the animation slider.
another issue that I found last week, is when setting the start and end frames, then reopening the project, the frames are reset. this needs to be fixed. If i noticed correctly, the begin frame doesn't change, however the end frame gets reset to the last frame of the animation slider.
knot515 wrote:yes, i tried the render jobs node but it's not as convenient as the working batch render script. The node it's limited to 20 jobs but often happens to me to batch even more targets when testing camera angles. And i'm having two minor issues with the node too. The most annoying it's the fact that when i reopen a file it lost some of its connections. dont know why. very annoying when you have to reconnect every time a lot of targetsgah5118 wrote:knot515 wrote:is there something wrong with the batch script or i'm missing something?
if i have a large number of render targets the window doesn't scroll anymore and i can't get to the start button
I've been having the same problem since a version or so ago. Just never gotten around to posting about it due to rush projects.
On the other hand, with this release, I really like the render jobs node. Make it so there is a "master node" so multiple render jobs can be connected and ran with one execution rather than multiples; then it's a done deal.
The second it's the fact that if i paste the directory path it will not save in the directory i selected. this always worked with the batch script.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3