OctaneRender™ Standalone 3.05 Rounded Edges Test 2[OBSOLETE]

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OctaneRender™ Standalone 3.05 Rounded Edges Test 2[OBSOLETE]

Postby mojave » Tue Dec 06, 2016 1:09 am

mojave Tue Dec 06, 2016 1:09 am
Hi all,

Before we release the proper 3.05, we would like to have the updated rounded edges feature tested by those people who are interested. The fundamental implementation is still the same, but the edge detection and the rendering was improved as much as possible. We are also trying out a completely new approach, but it's not clear yet, if it's going to work or not.

This new build fixes a couple of issues that showed up in the first test build.

Changes since previous test version 3.05 test:


Changes since version 3.04.5:

  • Overhauled the rounded edges compilation and rendering.
  • Fixed treating of meshes with partial normal/UV definitions as invalid (see viewtopic.php?p=296280#p296280).
  • Fixed un-do of changes after a re-do of an un-group command.


OctaneRender Standalone downloads

Windows
- commercial version (installer)
- commercial version (ZIP archive)

Mac OS X
- commercial version (DMG image)

Linux
- commercial version (ZIP archive)


Happy rendering,
Your OTOY NZ Team
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby funk » Tue Dec 06, 2016 1:31 am

funk Tue Dec 06, 2016 1:31 am
I'm using the orbx posted here: viewtopic.php?p=297036#p297036

I'm still getting artifacts on the cylinder. Is this right?

oct_305_test2.png
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby funk » Tue Dec 06, 2016 1:35 am

funk Tue Dec 06, 2016 1:35 am
The scene I gave Paul is no longer crashing: viewtopic.php?p=297165#p297165

It's 3 cylinders with different topology used on the top "face". All have vertex normals as well, but check out the results:

oct_305_test2_002.png


oct_305_test2_003.png
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby mojave » Tue Dec 06, 2016 1:52 am

mojave Tue Dec 06, 2016 1:52 am
funk wrote:I'm still getting artifacts on the cylinder. Is this right?


This is the bug that has been solved, please note the difference near the cylinder caps where there used to be a discontinuity in the previous version.

oct_305_test2.png
Difference in discontinuities near the cylinder cap


Unfortunately this implementation is still bound by the geometry, and it is meant to be an incremental improvement so you can already have a usable version to work with before the new one is available, which in contrast to this, should not produce this type of artifacts.

Also, take into account this is producing an illusion by bending the normals so if your camera is too close to the geometry or the edge size is large compared to your geometry size even an optimal implementation will not look realistic.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby funk » Tue Dec 06, 2016 2:06 am

funk Tue Dec 06, 2016 2:06 am
mojave wrote:Unfortunately this implementation is still bound by the geometry, and it is meant to be an incremental improvement so you can already have a usable version to work with before the new one is available, which in contrast to this, should not produce this type of artifacts.

Also, take into account this is producing an illusion by bending the normals so if your camera is too close to the geometry or the edge size is large compared to your geometry size even an optimal implementation will not look realistic.


Thanks for getting back to me and pointing out what was changed. I appreciate any additional work you guys do on rounded edges.

Honestly though, I'm still disappointed with the results and hope the future implementation will at least match what we see in modo.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby mojave » Tue Dec 06, 2016 2:13 am

mojave Tue Dec 06, 2016 2:13 am
I am sorry to hear that, but we never promised anything different from what has been delivered in this version before 3.10 where you should expect more improvements. We could have chosen to not to deliver an intermediate improved version and save some time but wanted to make this available before as it would be useful in a number of cases.

You should probably try with real world geometry instead of the worst-case scenario, as you may be surprised it's already working for what you need as some other user already reported ;)
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby Zay » Tue Dec 06, 2016 2:33 am

Zay Tue Dec 06, 2016 2:33 am
With the 3 cylinders, if I set SubD to Loop Octane crashes.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby funk » Tue Dec 06, 2016 2:47 am

funk Tue Dec 06, 2016 2:47 am
Just confirming I'm getting a crash using "loop" as well (although I'm not sure why you were trying this)

Here are the steps:

1. load this orbx viewtopic.php?p=297165#p297165
2. Select the rendertarget to start rendering
3. Select "geometry.abc" and click the "spanner" icon to look at the abc settings
4. Set the subdivision level to 2
5. Set subdivision scheme to loop
6. Enable "subdivide all meshes"
7. Click OK
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby mojave » Tue Dec 06, 2016 3:18 am

mojave Tue Dec 06, 2016 3:18 am
Thanks for the report guys, we'll look into that.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby calus » Tue Dec 06, 2016 8:23 am

calus Tue Dec 06, 2016 8:23 am
I have perfect results now even in the cylinder corner case. (default cylinder from Maya)
round.png


@funk,

The first example you provide, the red cylinder, has a cap made of one ngon....so that's not even worth discussing.
For the second example with several topology cylinder,
I don't have have this artifact problem with cylinder coming from Maya,
I guess there is hard edges everywhere, so the result make sens.
For round edges to work you still have to provide correct geometry and normals,
round edges are going to happen on hard edges,
so for a cylinder hard edges should only be between the cylinder and its cap, edges along the length should be smooth.

In fact in my tests Octane now do a better job with rounded edges than some other renderer.

@Mojave,
thanks so much for this amazing improvement,
this is so valuable for Octane because we can have similar result now with a lot less polygons, and less work.
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