Quality control
Moderator: ChrisHekman
I have a project (A320 cockpit) which so far has never worked with any of the Octane for Unity beta updates. It always throws either CUDA errors or rendering errors. Even with the latest release candidate update, it still doesn't work. Since my project is already at the development team's desk, it would be little work to test it on an internal build before it is released.
- ChrisHekman
- Posts: 1063
- Joined: Wed Jan 18, 2017 3:09 pm
I did test your scene before we released the latest build and it worked without errors on our end.
I PM'ed you with a request for your latest version of scene - maybe there is a new issue we are not aware of.
I PM'ed you with a request for your latest version of scene - maybe there is a new issue we are not aware of.
Strange, I did not get a pm. Anyway, I still have the same error with the previous project I sent you. I will pm you the link again to make sure we are using the same version.
With version 1.1.0.1207 it finally works! However, I can't find the right camera/tone mapping settings to make the cockpit scene look correctly. It is either too bright outside or too dark inside. It almost looks like the light from outside is not bounced around inside the cockpit.
Any suggestions?
Any suggestions?
- ChrisHekman
- Posts: 1063
- Joined: Wed Jan 18, 2017 3:09 pm
Great to hear it works now.elecman wrote:With version 1.1.0.1207 it finally works! However, I can't find the right camera/tone mapping settings to make the cockpit scene look correctly. It is either too bright outside or too dark inside. It almost looks like the light from outside is not bounced around inside the cockpit.
Any suggestions?
I just did a check an the light is definitely bouncing around. The light absorbsion is making the scene dark.
When do I the following I get similar results to unity:
- In rendertarget - switch kernel to to PCM or path tracing
- Set imager -> response to linear\off
- Set imager -> gamma to 2.2
This should get similar results to unity.
Optionally, the following settings also help.
- Increasing exposure (ex 1.2)
- Increasing saturation (ex 1.2)
- Increase the sun. (You can do this inside of the rendertarget by unlinking the environment from the sun, if you dont want to increase the sun on the unity side)
Additionally, there is an gameobject called "cockpit shadow caster" which seems to be a mesh overlay object ontop of the entire scene.
This object seems to interfere with octane. it might block incomming sun rays?
Thanks, fiddling with the settings I was able to get a better result.
I noticed the shadowcaster issue, thanks.
I noticed the shadowcaster issue, thanks.
By the way, I noticed that the spot lights on the instrument panel project a black circle. Is this a bug or are spotlights not supported?
Could you provide me with a screenshot showing the issue?elecman wrote:By the way, I noticed that the spot lights on the instrument panel project a black circle. Is this a bug or are spotlights not supported?
- Rick
See the attached image. The black spots are caused by the spotlights called "instrument flood light".
Some other questions:
-The render is pretty low dynamic range. How do I reduce the intensity of the areas where the sun hits the cockpit? Hightlight compression is already set at 1.
-Why is the overall image so blue?
Some other questions:
-The render is pretty low dynamic range. How do I reduce the intensity of the areas where the sun hits the cockpit? Hightlight compression is already set at 1.
-Why is the overall image so blue?
- ChrisHekman
- Posts: 1063
- Joined: Wed Jan 18, 2017 3:09 pm
Ill take a look at this.elecman wrote:See the attached image. The black spots are caused by the spotlights called "instrument flood light".
Some other questions:
-The render is pretty low dynamic range. How do I reduce the intensity of the areas where the sun hits the cockpit? Hightlight compression is already set at 1.
-Why is the overall image so blue?