OctaneRender™ Standalone 3.06 TEST 4
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
coilbook, fake shadows - off? + you need to configure scattering settings on environment
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
mikinik
Thanks for sharing your scene.
Using PMC will help you get better results faster with caustics, however AS is not currently implemented for this kernel.
I've noticed that the noise threshold you were using is too low, so adaptive sampling is hardly or never kicking in, that's why you cannot see any green pixels in your noise layer from the second image you posted (those that are below your noise threshold -noiseless-). If you want to keep using pathtracing, trywith something like 0.01 and you should see an improvement as Octane will concentrate on noisy areas. You may also tweak it during the render without restarting it.
Also, your sphere's material is not using the smooth flag, which you probably want to set to make the sphere surface normals continuous.
Making the number of samples either infinite or a function of the noise level would require significant changes in the way the engine currently works and it's not planned at the moment, sorry.
Thanks for sharing your scene.
Using PMC will help you get better results faster with caustics, however AS is not currently implemented for this kernel.
I've noticed that the noise threshold you were using is too low, so adaptive sampling is hardly or never kicking in, that's why you cannot see any green pixels in your noise layer from the second image you posted (those that are below your noise threshold -noiseless-). If you want to keep using pathtracing, trywith something like 0.01 and you should see an improvement as Octane will concentrate on noisy areas. You may also tweak it during the render without restarting it.
Also, your sphere's material is not using the smooth flag, which you probably want to set to make the sphere surface normals continuous.
Making the number of samples either infinite or a function of the noise level would require significant changes in the way the engine currently works and it's not planned at the moment, sorry.
Yes, I overlooked it, my mistake. Thanks for the answer!mojave wrote: Also, your sphere's material is not using the smooth flag, which you probably want to set to make the sphere surface normals continuous.
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
is it possible in the future to have octane slaves update themselves so we wont have to manually install new version to each PC
and will we see adaptive displacement like blender and vray now have https://youtu.be/dRzzaRvVDng?t=3m35s
and will we see adaptive displacement like blender and vray now have https://youtu.be/dRzzaRvVDng?t=3m35s
- Jolbertoquini
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+++1000 i used to use in Iray and mentalray before displacement was adaptive to but ages agocoilbook wrote: will we see adaptive displacement like blender and vray now have https://youtu.be/dRzzaRvVDng?t=3m35s

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Since it is done in the geometry at render time it actually could be implemented in the host app above the render engine. We are experimenting with this kind of thing for computed displacement in script/module nodes and will test in 3.07 and finalize by 3.08 if all works.
thanks. Also procedural adaptive displacement would be nice. Then it really will be sharp and efficientGoldorak wrote:Since it is done in the geometry at render time it actually could be implemented in the host app above the render engine. We are experimenting with this kind of thing for computed displacement in script/module nodes and will test in 3.07 and finalize by 3.08 if all works.
With 3.06+ script modules are now production ready, mostly by moving out of luajit, but keeping backwards compatibility with LuaJit FFI, and we are starting to build new nodes that will ship in Octane (along the lines of the built in render jobs). We have already started blocking out new features with displacement and procedurals in mind, and it is working great. With the native module C API coming to nodes, we will be able to speed up performance so that script nodes can perform as well as built in features in Octane for things like sub and adaptive displacement and geometry.coilbook wrote:thanks. Also procedural adaptive displacement would be nice. Then it really will be sharp and efficientGoldorak wrote:Since it is done in the geometry at render time it actually could be implemented in the host app above the render engine. We are experimenting with this kind of thing for computed displacement in script/module nodes and will test in 3.07 and finalize by 3.08 if all works.
One of the features on the 3.1 roadmap is LLVM based nodes, which can safely embed any user C/C++ node modules compiled to bitcode in ORBX script nodes.
With 3.10 you will also have OSL for even faster eveluation of procedurals on the GPU.