OctaneRender™ Standalone 3.05.2

Forums: OctaneRender™ Standalone 3.05.2
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Re: OctaneRender™ Standalone 3.05.2 [current 3.xx]

Postby abstrax » Tue Jan 10, 2017 8:58 pm

abstrax Tue Jan 10, 2017 8:58 pm
J.C wrote:I'm on OS X. and this happens with any image like this one:
test.png

Ok, this seems to be a problem with the OSX builds only. I will investigate.

Once on Octane 2.x there was a swich to change the viewport to software and this helped the issue:
viewport.jpg

but it is not available anymore.

In v3 the viewport is always using the software viewport since there were too many issues with the limited resolution in OpenGL and other problems.
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Re: OctaneRender™ Standalone 3.05.2 [current 3.xx]

Postby J.C » Tue Jan 10, 2017 9:44 pm

J.C Tue Jan 10, 2017 9:44 pm
Ok, thanks for the information!
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Re: OctaneRender™ Standalone 3.05.2 [current 3.xx]

Postby calus » Tue Jan 10, 2017 10:36 pm

calus Tue Jan 10, 2017 10:36 pm
In this scene provided by Renxmahb in Maya section,
there is different different behavior for alpha shadows and shadow catcher in V2 and in V3, shadow catcher doesn't cast shadow in V3.05.2

lightfog_OR_2-26-1.png


lightfog_OR_ 3-05-2.png


Is it a different behavior on purpose ? a bug fixed in V2, a bug in V3 ?
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Re: OctaneRender™ Standalone 3.05.2 [current 3.xx]

Postby abstrax » Wed Jan 11, 2017 2:23 am

abstrax Wed Jan 11, 2017 2:23 am
calus wrote:In this scene provided by Renxmahb in Maya section,
there is different different behavior for alpha shadows and shadow catcher in V2 and in V3, shadow catcher doesn't cast shadow in V3.05.2

lightfog_OR_2-26-1.png


lightfog_OR_ 3-05-2.png


Is it a different behavior on purpose ? a bug fixed in V2, a bug in V3 ?

Thanks for the scene. It seems that since 3.00 the shadow catcher was ignoring media. This will be fixed in the next release.

Unfortunately this won't help you with this particular scene, because the matte is only evaluate during path bounces and not during the direct light calculation, i.e. it doesn't throw a shadow and won't shade the emitter. That's currently a limitation of the kernel split we did for version 3.
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Re: OctaneRender™ Standalone 3.05.2 [current 3.xx]

Postby calus » Wed Jan 11, 2017 6:49 am

calus Wed Jan 11, 2017 6:49 am
abstrax wrote:the matte is only evaluate during path bounces and not during the direct light calculation, i.e. it doesn't throw a shadow and won't shade the emitter. That's currently a limitation of the kernel split we did for version 3.

Ok, but just to be sure this is the same V3 limitation we're talking, the problem only happen when "alpha shadows" is enabled in kernel (unlike V2).
Is it what you mean ?
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