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?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.
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.
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?
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.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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