OctaneRender™ Standalone 3.05 Rounded Edges Test 3[OBSOLETE]

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OctaneRender™ Standalone 3.05 Rounded Edges Test 3[OBSOLETE]

Postby abstrax » Wed Dec 07, 2016 3:43 am

abstrax Wed Dec 07, 2016 3:43 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 3.05 test 2:

  • Fixed broken edge detection for mesh nodes that were imported with a scale different than 1 meter (see viewtopic.php?p=297461#p297461).
  • Fixed crash in loop subdivision mode (see viewtopic.php?p=297429#p297429).
  • Fixed incorrect loading of some OpenVDB files with constant voxel groups, which don't have the background value.
  • Fixed film region selection tool which set the film region size one pixel too small.


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
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby Jolbertoquini » Wed Dec 07, 2016 10:29 am

Jolbertoquini Wed Dec 07, 2016 10:29 am
Hi Guys,

I was testing the rounded edges and I think is come to the same issues as before I attach a quick CAD file converted on polygon.

(*For those saying topology is wrong well is the workflow in many companies in the industry people want save time with this features and we use rounded edges before with other render engines without problem)

On my test I find still work to do, not working well, I think after try many render engines for workflow (* Vray never had a good rounded edges) but for me Mentalray gave the best results so far.
yes old school MRay has positives points.

1. Rounded edges is a node, so we can plug the same in different shader and control then aswell animated base on camera positions.

2.We had a amazing option called "Allow different materials" excellent when you had something like a object on a pond we could have rounded look of water contact as well when we was doing eyes.

3.and we could mixed with Bump to give a feel as break edges.

here a pdf about it page 101 I add a screen shot
http://www.nvidia-arc.com/fileadmin/user_upload/PDF/arch_and_design.pdf

Maybe we should think something on this system to be more interesting for production.
Thank you very much guys for the help to get a better rounded edges. I know sounds old school talk but this feature is old :D and was missing a proper one.
Attachments
Robot_v01.rar
Orbx CAD file
(11.55 MiB) Downloaded 269 times
Rounded.jpg
Base
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby calus » Wed Dec 07, 2016 11:05 am

calus Wed Dec 07, 2016 11:05 am
@Jo,
oh right, the result in 3.05test3 is really terrible on some edges of your quick CAD file, haha...
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby Jolbertoquini » Wed Dec 07, 2016 12:02 pm

Jolbertoquini Wed Dec 07, 2016 12:02 pm
calus wrote:@Jo,
oh right, the result in 3.05test3 is really terrible on some edges of your quick CAD file, haha...


This my point if I use mental ray is looking better, the older roundcorners was working before we had similar results and the issues was the scale when export.
and was fine on maya with simple mesh not CAD data...

we always had this issue with CAD files.

Best,
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby calus » Wed Dec 07, 2016 12:27 pm

calus Wed Dec 07, 2016 12:27 pm
@Jo,
There's a patent on the mental ray round corner, so I'm not sure it's possible to have a similar approach.
https://www.google.fr/url?sa=t&rct=j&q= ... XlU53B1sBA

The improvement works well enough with my production files, while it seems it's not going to make it for CAD/like geometry.
So let's wish that the other attempt for rounded edges with the new approach, will succeed.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby Jolbertoquini » Wed Dec 07, 2016 5:17 pm

Jolbertoquini Wed Dec 07, 2016 5:17 pm
calus wrote:@Jo,
There's a patent on the mental ray round corner, so I'm not sure it's possible to have a similar approach.
https://www.google.fr/url?sa=t&rct=j&q= ... XlU53B1sBA

The improvement works well enough with my production files, while it seems it's not going to make it for CAD/like geometry.
So let's wish that the other attempt for rounded edges with the new approach, will succeed.


I hope so, I think is a big thing for us, and I know a lot companies in London use as a workflow this avoid remodeling and retouch for all projects.
I do not understand why people not asking for it , I guess most of the people are remodelling every edges.
A lot companies receives the CAD data , Cars, Tvs, phones, laptops and etc I hardly see some comapanies re-do it all they was use rounded edges.
Hope we will have something solid is quite big and game change a simple options when we use in the right way.

Best,
JO
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby Jolbertoquini » Wed Dec 07, 2016 6:12 pm

Jolbertoquini Wed Dec 07, 2016 6:12 pm
Hi Guys,

I'm back so I did some tests ... I think the rounded egdes should work with any sharper edge on the mesh I attach one image with two cubes attach they have the same shader and merged on one mesh but they are actually separate cubes the option "Allow different materials" allow the rounded edge shader work in to different mesh with different shader or the same to.

I think we should have something similar on this way we can have more details with really simple geometries and do some effects like water on the glass and have the rounded edge of the water on the shape of the glass.

Here I also attach a CAD image of the file I send you as you can see I have some of the edge parts with bevels "rounded edges" and other without so I use our rounded edges from the Octane shader to try to have a quick fix without re-do it the model.

This is what I was think the use for it.

Thanks again for all help.

Best,
JO
Attachments
cad.jpg
CAD
cube.jpg
Allow different materials
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby mojave » Wed Dec 07, 2016 7:18 pm

mojave Wed Dec 07, 2016 7:18 pm
All artifacts you guys are talking about are quite likely the same as the reported by face_off here yesterday.

This is currently happening when faces have unwelded vertices and we are looking into it.
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby Jolbertoquini » Wed Dec 07, 2016 8:02 pm

Jolbertoquini Wed Dec 07, 2016 8:02 pm
mojave wrote:All artifacts you guys are talking about are quite likely the same as the reported by face_off here yesterday.

This is currently happening when faces have unwelded vertices and we are looking into it.


So this great, so it's means we may have something. Quick question can we have as node maybe as texture so we coud plug the same on different shaders, please?

Thanks, for the fast reply.

Best,
Jo
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Re: OctaneRender™ Standalone 3.05 Rounded Edges Test 3

Postby mojave » Wed Dec 07, 2016 8:21 pm

mojave Wed Dec 07, 2016 8:21 pm
ATM rounded edges depend on just one variable, so you may create a float value node and pin it to your materials.

Untitled.png
Rounded edge radius as a node
Untitled.png (10.42 KiB) Viewed 3447 times


If further parameters are added in the future that's an option we may consider, thanks for the suggestion.
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