Thanks!!calus wrote:Are you sure you didn't forgot to increase transmission of the Diffuse material ?Phantom107 wrote:When I hook up a Scattering medium to a Diffuse material it does not do anything in Path Tracing, even when I play with the settings. Seems to work fine when I hook up the same Scattering medium to a Specular material.
Am I missing something?
OctaneRender™ Standalone 3.06
- Phantom107
- Posts: 686
- Joined: Tue Jul 24, 2012 11:31 am
- Location: The Netherlands
Developer of tools for Octane:
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Phantom Scatter - Phantom Node Link - Phantom Photo Match - Phantom Architecture
Specular material - is there a way that it actually shows up as transparent alpha when you save in .png - so far it only seems to work when there is some opacity - not actual transparency from glass - alpha apparently treats the transparent materials the same as a diffuse one -
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- paride4331
- Posts: 3805
- Joined: Fri Sep 18, 2015 7:19 am
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
Ok, thank you. If this problem is reproducible, could you send me the scene please? If we can reproduce it in the office, we will try to fix it as soon as possible.Jorgensen wrote:hi abstrax
i have attached the log.
jorgensen
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Hi,
This is a great release - esp. the adaptive sampling feature is a real win for us!
We have got one issue:
I created a new system image with all software packages setup as we like it.
Then I installed this system image on several machines.
Each machine has an individual host name and a individual IP address.
Each machine gets a individual Windows serial number after cloning.
The machines also come in two flavours of main board and differ in their GPU.
The problem:
All machines compete for the very same octane license.
After switching on octane on one machine it grabe the licese, the second machine then steals it after starting up octane. And so on.
We have several octane licenses (one for each machine), but only one license is used by all cloned systems.
All of our other licenses remain unused.
Deactivating in octane standalone and reactivating again does not change anything. (this used to work in the past).
Unistalling and then reinstalling Octane does NOT change anything.
Deleting all octane preference files in the AppData does not help either.
Somewhere octane seems to store in the windows system what license to pick. I would like to delete this information.
How can I avoid that all cloned system compete for the very same octane license?
Best regards,
Robert
This is a great release - esp. the adaptive sampling feature is a real win for us!
We have got one issue:
I created a new system image with all software packages setup as we like it.
Then I installed this system image on several machines.
Each machine has an individual host name and a individual IP address.
Each machine gets a individual Windows serial number after cloning.
The machines also come in two flavours of main board and differ in their GPU.
The problem:
All machines compete for the very same octane license.
After switching on octane on one machine it grabe the licese, the second machine then steals it after starting up octane. And so on.
We have several octane licenses (one for each machine), but only one license is used by all cloned systems.
All of our other licenses remain unused.
Deactivating in octane standalone and reactivating again does not change anything. (this used to work in the past).
Unistalling and then reinstalling Octane does NOT change anything.
Deleting all octane preference files in the AppData does not help either.
Somewhere octane seems to store in the windows system what license to pick. I would like to delete this information.
How can I avoid that all cloned system compete for the very same octane license?
Best regards,
Robert
- fabrizio_s
- Posts: 345
- Joined: Fri Feb 03, 2017 12:14 pm
Hi,
I have a problem with antialiasing and light. I put a simple light sphere inside a pendant lamp but the result is a jagged image. I tried to increase the resolution but I get the same result.
If I decrease light intensity the final image gets better but I need many Samples/Pixel
Any idea?
Thaks in advance
fabrizio
I have a problem with antialiasing and light. I put a simple light sphere inside a pendant lamp but the result is a jagged image. I tried to increase the resolution but I get the same result.
If I decrease light intensity the final image gets better but I need many Samples/Pixel
Any idea?
Thaks in advance
fabrizio
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- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
- Contact:
Your light is to strong (nearly full white) basically you need a a post processing a bit of Glare and glow.fabrizio_s wrote:Hi,
I have a problem with antialiasing and light. I put a simple light sphere inside a pendant lamp but the result is a jagged image. I tried to increase the resolution but I get the same result.
If I decrease light intensity the final image gets better but I need many Samples/Pixel
Any idea?
Thaks in advance
fabrizio
This is normal I have with any render engine. Or increase the filter but may be not the right solution
Cheers,
JO
Octane Render for Maya.
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- fabrizio_s
- Posts: 345
- Joined: Fri Feb 03, 2017 12:14 pm
Hi JO,
Yes a bit of glare fix the problem but for me it is strage. Some time ago I used Maxwell and I never had this kind of problem even with strong loght or pure white. Evenmore my light (in octane) isn't so powerfu
Best regards
Fabrizio
Yes a bit of glare fix the problem but for me it is strage. Some time ago I used Maxwell and I never had this kind of problem even with strong loght or pure white. Evenmore my light (in octane) isn't so powerfu
Best regards
Fabrizio
vray now has denoiser https://youtu.be/z-Vu5UcMuF4
will we see something like this in 3.1 ?
will we see something like this in 3.1 ?
We'll have an update on this at GTC17 next week. We have the Brigade real time denoiser work (at minimum will be in V4), but also developing an experimental offline (but fast) denoiser in R&D for OctaneImager SDK which we can test in V3 versions once the Image/module SDK is ready. There will also be support for 3rd party denoisers through the same API, but we're at the point where we think we can contribute something new to this areas and want to build it in as a 1st party feature as soon as it's ready.