OctaneRender™ Standalone 3.05 Rounded Edges Test 2[OBSOLETE]

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funk
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calus wrote:The first example you provide, the red cylinder, has a cap made of one ngon....
Right. The first example has no normals but uses octane's own internal triangulation and smoothing angle (set to 89). This is the way the modo octane plugin exports by default.

I decided to provide the vertex normals and triangulated geometry in my second example. It only contains hard normals on the edge of the cap.

As far as I can tell, the geometry and vertex normals are correct.
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calus
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funk wrote:
calus wrote:It only contains hard normals on the edge of the cap.
Rigth, I also checked in Maya, that couldn't be so simple ... :(
still can't find what in the Modo cylinders make the difference with the Maya ones.
Pascal ANDRE
calus
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Ok I got it !
the difference has nothing to do with difference between Maya and Modo geometry.

This is a scale issue.

Here Octane gives me a perfect round edge for this cylinder imported as meter:
octane_2016-12-06_11-27-57.png
cylinderMeter.orbx
(65.69 KiB) Downloaded 213 times
But if in the same scene with the exact same cylinder, I modify the scale import setting to decimeters, I have these artifacts.
octane_2016-12-06_11-29-12.png
cylinderDeciMeter.orbx
(65.7 KiB) Downloaded 214 times
So indeed there's still an issue depending of the scale of the scene, I admit I had only tested big scale scene.
Pascal ANDRE
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mojave
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That's interesting, I'll take a look at that too. Thanks for the report.
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mojave
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@funk @Zay

This seems to have been happening for a while now but you have been the first ones to report. We are adding this to our backlog to fix ASAP.

@calus

Thanks for your feedback, I have detected the bug so it will be fixed in the next build.
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Jolbertoquini
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[vimeoID][/vimeoID]Oh I need check this tomorrow add a real CAD data to use this options.
Because simple basic objects doesn't show the real problems on production.
You can use any CAD data converted on polygons to check.
I will upload something soon.

If I remember some one already post there something.

But anyway Thanks for the new stuff.

Best,
Jo
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calus
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mojave wrote: @calus
Thanks for your feedback, I have detected the bug so it will be fixed in the next build.
Yeah, I guess rounded edges will be just perfect in next build then :D
Jolbertoquini wrote: simple basic objects doesn't show the real problems on production.
Indeed I tested first with real production geometry, and rounded edges were just fine,
Ironically the cylinder corner case and the scale problem were found later with basic geometry.
Pascal ANDRE
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Daniel_Ward
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Hi Guys,

it would be really awesome to be able to use this rounded edges support with the ArchiCAD Plug-in, but talking to Paul, he tells me it won't work due to ArchiCAD not having welded vertices. Would it be at all possible to have a vertex welding feature built into Octane? Given that it's a pretty specialised application, I don't think it's a feature that we've got any chance of Graphisoft adding into ArchiCAD...

Cheers, Dan.
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mojave
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Daniel_Ward wrote:Hi Guys,

it would be really awesome to be able to use this rounded edges support with the ArchiCAD Plug-in, but talking to Paul, he tells me it won't work due to ArchiCAD not having welded vertices. Would it be at all possible to have a vertex welding feature built into Octane? Given that it's a pretty specialised application, I don't think it's a feature that we've got any chance of Graphisoft adding into ArchiCAD...

Cheers, Dan.
Hi Dan,

This should work as in this new version broken edges are found regardless to whether they share the same vertices. However intersecting geometry would still not work.
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funk
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calus wrote:Ok I got it !
the difference has nothing to do with difference between Maya and Modo geometry.

This is a scale issue.
It looks like there is a bug with the importer when you change scale. The vertex normal map is not being scaled along with the geometry or something.

While it's great you found this bug, it's not related to the 2 screenshots I uploaded. I don't think it's going to make a difference to the cylinder artifacts in my screenshots.

The main difference between the Maya cylinder in your scene and the modo cylinder was that the modo cylinder height was split into several rows of polygons.

The artifacts seem to happen when triangles are closer together, but I'm not completely sure.

If I create a cylinder with only 1 row of polys along the height (with nice triangulation and vertex normals), then I don't see the artifacts either.
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