OctaneRender™ Standalone 3.07 TEST 6

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abstrax
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coilbook wrote:what about noise from lights when using volume medium in the medium tab of the sun. Will this be fixed? Basically dark environments, fogs and lights and it is just a noisy mess. Why can CPU rednerers render it clean and octane still struggles with volume medium and lights

Thank you
Could you send me an example scene? We can then have a look. Thanks.
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BorisGoreta
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I can second that, environment medium and lights = noise never goes away, I render 2x or 4x resolution and scale down to get rid of it.
coilbook
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abstrax wrote:
coilbook wrote:what about noise from lights when using volume medium in the medium tab of the sun. Will this be fixed? Basically dark environments, fogs and lights and it is just a noisy mess. Why can CPU rednerers render it clean and octane still struggles with volume medium and lights

Thank you
Could you send me an example scene? We can then have a look. Thanks.

Hi Abstrax
here is the file with noisy medium. It is a max scene. When you start rendering you will see noise never goes away especially near lights where it is the brightest, Maybe you guys can fake it somehow or improve it. Plus volume step length does not work in volume medium

I think future releases should have a real optimized fog system like other renderers have and not just a sphere around your scene with volume texture.

Thank you
Attachments
noisy medium.zip
(40.53 MiB) Downloaded 287 times
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BorisGoreta
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Here is a perfect example of this problem, rendering is at 40000 samples alerady and many hot pixels just stay there in the medium, plus the area around the light is super noisy too.
Lw and orbx scenes are attached.
Capture.PNG
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light medium noise.rar
(11.27 KiB) Downloaded 239 times
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divasoft
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+1 for medium denoising optimisation.
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Daniel79
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Maybe is a bug or i wrong something?
The shadow catcher don't work (all enviroment)
Thanks
Attachments
Test Shadow.jpg
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
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abstrax
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Daniel79 wrote:Maybe is a bug or i wrong something?
The shadow catcher don't work (all enviroment)
Thanks
Are you sure that you are using 3.07 test 6, because there was import issue in 3.07 test 5 where Alembic files got imported with the incorrect winding order, which got fixed in test 6. If yes, could you please send me the scene? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Daniel79
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yes i installed now the last version 3.07 test 6..
the scene is 115mb i can send you a dropbox link?
SORRY, MY ENGLISH IS BAD!
2 Xeon quad core E5440_8gb Ram_Nvidia GeForce 2GTX 780ti 3Gb/Nvidia Quadro K2000_Win10 64bit_Octane 3.02_Rhinoceros3D
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abstrax
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Daniel79 wrote:yes i installed now the last version 3.07 test 6..
the scene is 115mb i can send you a dropbox link?
Yes, please send it to me via PM. Thank you.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Daniel79 wrote:Maybe is a bug or i wrong something?
The shadow catcher don't work (all enviroment)
Thanks
Thanks for the scene. It seems the normals are exported incorrectly:
prova.png
Currently, the shadow catcher calculates the shadow it receives on the front face, i.e. the side of which the normal points away. In your case that would be the shadow that is received on the underside of the floor plane.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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