OctaneRender™ Standalone 3.05.2

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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
J.C
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Location: Wrocław

Ok, thanks for the information!
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System – Windows 11
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calus
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Location: Paris

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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Pascal ANDRE
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
calus
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Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

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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Pascal ANDRE
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