OctaneRender™ Standalone 3.05 Rounded Edges Test 2[OBSOLETE]

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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby mojave » Wed Dec 07, 2016 2:15 am

mojave Wed Dec 07, 2016 2:15 am
@funk @Zay

The crash related to subdivision will be fixed in the next release.

funk wrote: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.


You are right, this is unrelated.

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


The artifacts you see will happen when adjacent primitives differ significantly in size or the rounded edge size is big compared to the geometry size. I know is not always possible, but in order to avoid this, your primitives should be as big as possible in relation to the size of the rounded edge (which is always in meters). Also, as I said before, as this implementation is still geometry-bound, so there's no much room for improvement, although we have ensured to reduce all discontinuities in the normals along the surface as much as possible.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby face_off » Wed Dec 07, 2016 2:31 am

face_off Wed Dec 07, 2016 2:31 am
This should work as in this new version broken edges are found regardless to whether they share the same vertices.
This is not working for me. If the 6 faces of a cube do not have welded vertices, I just get render artifacts at the corners, and no edge rounding.

Paul
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby calus » Wed Dec 07, 2016 8:59 am

calus Wed Dec 07, 2016 8:59 am
funk wrote: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.

Right, I get it now.
I guess your example is not really artifacts finally, but showing limits of the round edges bias in a path tracer like Octane.
With more vertical subdivision and a more reasonable rounded edges width, it seems it should be fine.
I think it's relative to the "shadow terminator" phenomenon, hard to avoid for a path tracer, http://blog.irayrender.com/post/2904227 ... terminator
(hard but not impossible according to Thea render, but it's another story).

I bet Modo's renderer also have a way to bias the "Shadow terminator" ;)
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2 [OBSOLETE

Postby MildMustard » Wed Dec 07, 2016 10:04 am

MildMustard Wed Dec 07, 2016 10:04 am
Thanks for doing the tests. I hope there is a solution, it would be a real shame if not... I don't want to increase my poly count just to get a smoother-non-jagged edge. It would be great if it could work with an Ngon face on a cylinder for example.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2

Postby mojave » Wed Dec 07, 2016 10:20 pm

mojave Wed Dec 07, 2016 10:20 pm
face_off wrote:This is not working for me. If the 6 faces of a cube do not have welded vertices, I just get render artifacts at the corners, and no edge rounding.
Paul


This is definitely a bug, which I found and working towards solving ;)

I am thinking about adding an option to the geometry import preferences that will be available from the plugins which should tell whether unwelded vertices should be joined or not, does it make sense?
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2[OBSOLETE]

Postby NVN » Wed Dec 14, 2016 8:32 pm

NVN Wed Dec 14, 2016 8:32 pm
i tested it with my CAD Model and nothing happens.....with primitives it works???
Higher Values dont work also...
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 2[OBSOLETE]

Postby mojave » Wed Dec 14, 2016 8:36 pm

mojave Wed Dec 14, 2016 8:36 pm
There's been a couple of new test releases since this one.

Can you please try with the latest?

viewtopic.php?f=33&t=58058
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