OctaneRender™ Standalone 3.05 Rounded Edges Test [OBSOLETE]

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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby BorisGoreta » Fri Dec 02, 2016 11:25 pm

BorisGoreta Fri Dec 02, 2016 11:25 pm
I am very interested in this being further developed. Any rendering of a mechanical object could benefit from this. Currently I don't use it because of the artifacts but otherwise I would use it a lot.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby face_off » Sat Dec 03, 2016 3:46 am

face_off Sat Dec 03, 2016 3:46 am
Those artifacts you see near the cylinder caps seem to show up just when no normals are provided or when they they are not loaded, so for the moment make sure that's the case and I'll take a look at it as it should not be happening.
The geometry is question does indeed not have normals, however the mesh was loaded with a A_GEOIMP_MAX_SMOOTH_ANGLE set, so Octane should be generating normals in this case?

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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby face_off » Sat Dec 03, 2016 4:47 am

face_off Sat Dec 03, 2016 4:47 am
Crash Report: Load the following scene, start rendering, and Octane will crash. If the round edges radius is set to 0, it does not crash.

Paul

EDIT: Scene replaced with one which more reliably produces the crash
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rounded_edge_crash_004.zip
(95.06 KiB) Downloaded 193 times
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby mojave » Sun Dec 04, 2016 10:14 pm

mojave Sun Dec 04, 2016 10:14 pm
face_off wrote:Crash Report: Load the following scene, start rendering, and Octane will crash. If the round edges radius is set to 0, it does not crash.


Found what caused the crash, thanks for that Paul.

face_off wrote:The geometry is question does indeed not have normals, however the mesh was loaded with a A_GEOIMP_MAX_SMOOTH_ANGLE set, so Octane should be generating normals in this case?


Correct. The issue in this case is that the normals that Octane generates per vertex are derived from the adjacent faces which belong to the same smoothing group. In order to find vertices in edges that do not belong to the actual primitive we do need face normals at the moment. I'll take a look and see if there's something that can be done.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby face_off » Sun Dec 04, 2016 10:49 pm

face_off Sun Dec 04, 2016 10:49 pm
Correct. The issue in this case is that the normals that Octane generates per vertex are derived from the adjacent faces which belong to the same smoothing group. In order to find vertices in edges that do not belong to the actual primitive we do need face normals at the moment. I'll take a look and see if there's something that can be done.
Another solution for this could be to add an A_GEOIMP_WELD_VERTICES attribute which if true will weld vertices to ensure round edges work.

Paul
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby itsallgoode9 » Mon Dec 05, 2016 4:26 am

itsallgoode9 Mon Dec 05, 2016 4:26 am
this is great to see guys, thaks for putting this together!
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby oguzbir » Mon Dec 05, 2016 11:19 am

oguzbir Mon Dec 05, 2016 11:19 am
Many thanks Arturo.
Finally can use this..

Round edges merging for non-joined geometry is not that much of an issue for my workflow right now.
But would be great if you could implement later on.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby Hesekiel2517 » Mon Dec 05, 2016 3:01 pm

Hesekiel2517 Mon Dec 05, 2016 3:01 pm
Hey there,

thank you for the update! Some edges are still far from perfect. But it is much much better and finally a usable feature!
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby BorisGoreta » Mon Dec 05, 2016 3:07 pm

BorisGoreta Mon Dec 05, 2016 3:07 pm
Don't be afraid to try that other method you mentioned, it ain't perfect until it's perfect. :D
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test

Postby mojave » Tue Dec 06, 2016 1:10 am

mojave Tue Dec 06, 2016 1:10 am
Hi guys,

A new test build has been posted here solving the issues that we've come across with this build. You may find it here:

viewtopic.php?f=33&t=57873
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