OctaneRender™ Standalone 3.08 TEST 6

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abstrax
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Hi all,

This is a quick-fix release to sort out issues that got reported in 3.08 TEST 4 and 5.

For a detailed description of all new features of 3.08, please read the new features thread.


Changes since version 3.08 TEST 5:
  • Fixed normals on displacement triangles if the triangles are small compared to the displacement map.
  • Fixed the artefacts around displaced triangles with a high amount of distortion in the displacement normals.
  • Fixed crash when an instance colour texture is used.
  • Fixed incorrect clipping of hair segments in some corner cases.
  • Fixed alignment of UV coordinates in the texture preview: odd image sizes were rendered one pixel larger and clipped.
  • Fixed rendering of meshes with FBX visibility animations.
  • Fixed selecting inputs of the current render target using the buttons on the node inspector, if the corresponding render target input pin is not connected.
  • Fixed incorrect shader data transmission to net render slaves, causing them to render red.
  • Fixed missing reset of net render slave when master disconnects.
  • OSL: Added second UV channel which is scaled so a square in UV space results in a square in image space (see https://docs.otoy.com/osl/camera/index.html).
  • OSL: Fixed 1/2 pixel offset of UV coordinates in camera shaders.
  • ORC: Added check of ORC subscription status and available storage space before uploads. This will also disable the Cloud menu if no ORC subscription is available.
  • ORC: Fixed upload of ORC assets with non-ASCII characters in their paths on Windows.

Downloads for users with a regular license

regular version for Windows (installer)
regular version for Windows (ZIP archive)
regular version for Mac OS X (DMG image)
regular version for Linux (ZIP archive)


Downloads for users with a subscription license

subscription version for Windows (installer)
subscription version for Windows (ZIP archive)
subscription version for Mac OS X (DMG image)
subscription version for Linux (ZIP archive)


Photoshop workflow plugin download

You can download and install the current Photoshop workflow plugin (1.0.5) either via the Adobe Exchange platform or you can download it from the link below and manually install it.

Windows and Mac OS X
Photoshop extension (v1.0.5) (ZXP archive)


Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
calus
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Posts: 1308
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Location: Paris

left Torus is displaced by a baked 3D noise, right Torus have the same procedural texture but in diffuse.
GapPlusStrechedBakedProceduralNoiseDisplace.png
octDisplace.orbx
(146.31 KiB) Downloaded 326 times
The noise is an Octane noise connected to a bakingTexture to be sure that the values match at UV boundary,
but we can see displaced values are not matching, creating the gap,
also the baked noise is clearly stretched along U,
the wrapping from 3D space to UV space is wrong so this is the reason of the Gap,
or is it a limitation = only proportional UV map are supported ?

displaying in right Torus diffuse the 3D noise going trough the bakingTexture node I can confirm the problem is not in displacement but in the bakeNode, or I am doing something wrong ?
BadbakeNode.png
Last edited by calus on Fri Dec 01, 2017 12:26 pm, edited 1 time in total.
Pascal ANDRE
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Jolbertoquini
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calus wrote:left Torus is displaced by a baked 3D noise, right Torus have the same procedural texture but in diffuse.
The attachment GapPlusStrechedBakedProceduralNoiseDisplace.png is no longer available
The attachment octDisplace.orbx is no longer available
The noise is an Octane noise connected to a bakeTexture to be sure that the values match at UV boundary,
but we can see displaced values are not matching, creating the gap,
also the baked noise is clearly stretched along U,
the wrapping from 3D space to UV space is wrong so that might be the reason of the Gap,
or is it a limitation = only proportional UV map are supported ?

displaying in right Torus diffuse the 3D noise going trough the bake node I can confirm the problem is not in displacement but in the bakeNode, or I am doing something wrong ?
The attachment BadbakeNode.png is no longer available
Hi Abstrax,

Yes I think for the feature to be useful we need to be able to bake on the Mesh UV any type of projections into mesh UV, Is true is baking only mesh UV to MeshUV and this I think is strange, is some cases we want bake this type of projections.

Here the same scene with the Idea only using diffuse channel.

Cheers,
JO
Attachments
octDisplace_new_setup.orbx
(146.89 KiB) Downloaded 338 times
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Jolbertoquini
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Hi Abstrax,

Thanks for the fixes is working pretty well now! the normal fix is great, also much better stuff with the other texture still the gaps on the uv seams, I guess you guys still working on close the gaps?? but I've got better results, I have some issues on the eyes and feet when touch the ground but i will try to subdivide a bit more the base mesh I guess?

here I set the base mesh the low poly with no subdiv :) just wow! awesome.

Thanks for the hard work.

Cheers,
JO
Attachments
Yeah!
Yeah!
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bepeg4d
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calus wrote:left Torus is displaced by a baked 3D noise, right Torus have the same procedural texture but in diffuse.
The attachment GapPlusStrechedBakedProceduralNoiseDisplace.png is no longer available
The attachment octDisplace.orbx is no longer available
The noise is an Octane noise connected to a bakingTexture to be sure that the values match at UV boundary,
but we can see displaced values are not matching, creating the gap,
also the baked noise is clearly stretched along U,
the wrapping from 3D space to UV space is wrong so this is the reason of the Gap,
or is it a limitation = only proportional UV map are supported ?

displaying in right Torus diffuse the 3D noise going trough the bakingTexture node I can confirm the problem is not in displacement but in the bakeNode, or I am doing something wrong ?
The attachment BadbakeNode.png is no longer available
Hi Pascal,
in your scene, the Baking texture projection is set to UVW-Planar mode, so it is not uniformely wrapped on the torus.
If you change the Projection to Mesh Uv, and connect the Baking Texture also to Diffuse, here is the result:
81A7B982-3811-4B2E-8447-202D78C02C61.jpeg
The texture is distributed in the same way, and you can see the little gap in conjunction, because the baked noise is different in the borders, but it’s an expected behavior, and obviously the procedural noise does not have this kind of issue.
Hope that it make sense.
ciao beppe
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Jolbertoquini
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bepeg4d wrote:
calus wrote:left Torus is displaced by a baked 3D noise, right Torus have the same procedural texture but in diffuse.
GapPlusStrechedBakedProceduralNoiseDisplace.png
octDisplace.orbx
The noise is an Octane noise connected to a bakingTexture to be sure that the values match at UV boundary,
but we can see displaced values are not matching, creating the gap,
also the baked noise is clearly stretched along U,
the wrapping from 3D space to UV space is wrong so this is the reason of the Gap,
or is it a limitation = only proportional UV map are supported ?

displaying in right Torus diffuse the 3D noise going trough the bakingTexture node I can confirm the problem is not in displacement but in the bakeNode, or I am doing something wrong ?
BadbakeNode.png
Hi Pascal,
in your scene, the Baking texture projection is set to UVW-Planar mode, so it is not uniformely wrapped on the torus.
If you change the Projection to Mesh Uv, and connect the Baking Texture also to Diffuse, here is the result:
81A7B982-3811-4B2E-8447-202D78C02C61.jpeg
The texture is distributed in the same way, and you can see the little gap in conjunction, because the baked noise is different in the borders, but it’s an expected behavior, and obviously the procedural noise does not have this kind of issue.
Hope that it make sense.
ciao beppe
Hi Beppe,

Actually if you read my comment will be clear to you let me write a case here:

Imagine I have Uvs and I don't want change this but I want bake the 3d projection into my uvs layout of my base mesh.

Of corse I could just use the bake camera and bake the diffuse pass and get my texture, but the idea here is to do it on the fly with the texture baking feature.

then in this case we should be able to do this set with any projection node on the noise texture and have a texture bake based on the UVmesh but this feature works only with meshUV projections. (maya software doesn't that since Alias Maya) I think if you use similar system as the baking camera should be fine to make this texture baking provide this flexibility.

Cheers,
JO
Octane Render for Maya.
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https://www.linkedin.com/in/jocgtd
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calus
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Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

bepeg4d wrote: Hi Pascal,
in your scene, the Baking texture projection is set to UVW-Planar mode, so it is not uniformely wrapped on the torus.
If you change the Projection to Mesh Uv, and connect the Baking Texture also to Diffuse, here is the result:
81A7B982-3811-4B2E-8447-202D78C02C61.jpeg
The texture is distributed in the same way, and you can see the little gap in conjunction, because the baked noise is different in the borders, but it’s an expected behavior, and obviously the procedural noise does not have this kind of issue.
Hope that it make sense.
ciao beppe
Arg, my scene must be confusing because of the displacement, so you missed my point I think.

This is the procedural noise that is using XYZtoUVW projection, not the BakingTexture node, the bakingTexture node use UVprojection.
And this is on purpose, because the point of a bakingTexture node is to convert a texture from a projection space to the UV space, else well this is a useless node that can only bake texture from UVspace to UVspace :shock:

So do you confirm this is a limitation of the bakingTexture node ? (only support UV procedural texture as input)
But in this case I think it's a bug because using different projection for the input procedural texture I get different with very weird projection...
Pascal ANDRE
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enricocerica
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calus wrote:
bepeg4d wrote: Hi Pascal,
in your scene, the Baking texture projection is set to UVW-Planar mode, so it is not uniformely wrapped on the torus.
If you change the Projection to Mesh Uv, and connect the Baking Texture also to Diffuse, here is the result:
81A7B982-3811-4B2E-8447-202D78C02C61.jpeg
The texture is distributed in the same way, and you can see the little gap in conjunction, because the baked noise is different in the borders, but it’s an expected behavior, and obviously the procedural noise does not have this kind of issue.
Hope that it make sense.
ciao beppe
Arg, my scene must be confusing because of the displacement, so you missed my point I think.

This is the procedural noise that is using XYZtoUVW projection, not the BakingTexture node, the bakingTexture node use UVprojection.
And this is on purpose, because the point of a bakingTexture node is to convert a texture from a projection space to the UV space, else well this is a useless node that can only bake texture from UVspace to UVspace :shock:

So do you confirm this is a limitation of the bakingTexture node ? (only support UV procedural texture as input)
But in this case I think it's a bug because using different projection for the input procedural texture I get different with very weird projection...
Maybe I don't understand the purpose but Imo you cannot bake based on one UV projection and apply the result on a different UV projection. Well technically, yes you can but you may expect some unpredictable result.
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Zay
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Joined: Sun Jan 17, 2010 2:53 am

Thanks for the network fix. Something new pops up though:

OctaneRender 3.08 TEST 6 (3080007)

ORC user subscription request could not be performed: The server failed to proce
ss the request with HTTP code: 500
Launching net render slave (3080007) with master 192.168.0.10:1025


What's with the ORC user subscription request?
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calus
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Location: Paris

enricocerica wrote: Maybe I don't understand the purpose but Imo you cannot bake based on one UV projection and apply the result on a different UV projection.
yes You missed the point,
the main point of baking texture is to convert a procedural texture using whatever projection to the mesh UV space ....
Converting a procedural texture using one UV projection to a bitmap texture using the exact same UV projection is exactly what the bakingTexture node do, but lol this is kind of useless, well 1% useful...
If the baking camera is capable to bake texture from any projection Space to the mesh UV space, then the bakingTexture node should be able to do the same, I think that's just a bug and this node doesn't have the intended behavior with texture using projection as input...

Or maybe I just set it up wrong and I'm not clear enough to explain my point and get the explanation...
Pascal ANDRE
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