OctaneRender V4 XB3

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Re: OctaneRender V4 XB3

Postby paride4331 » Fri Jun 22, 2018 8:10 am

paride4331 Fri Jun 22, 2018 8:10 am
coilbook wrote:please check 3ds max octane 4 and itoo forest denoising freezes


Hi coilbook,
Itoo foresto seems to work fine with denoising, using OctaneRender viewport or Render, with animation or static.
Your issue would depend on Vram available for denoising.
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Re: OctaneRender V4 XB3

Postby Notiusweb » Fri Jun 22, 2018 3:39 pm

Notiusweb Fri Jun 22, 2018 3:39 pm
Here is some Brigade math info:

Did anyone here ever see the "Hello World: OctaneRender 4 - The Future of AI and GPU Rendering" video?
Look at the GPU VRAM for the GPU used in that video - 32 GB.
And they are using 2 of these in the test scenes.
To me, this explains the scene performance difference we experience with even our 12 GB cards, vs what was shown.

But, so what GPU has that?
This one!
https://www.anandtech.com/show/13004/nvidia-limited-edition-32gb-titan-v-ceo-edition
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Re: OctaneRender V4 XB3

Postby bepeg4d » Fri Jun 22, 2018 4:17 pm

bepeg4d Fri Jun 22, 2018 4:17 pm
Notiusweb wrote:Could you please post a screen shot of a simple Material Map set-up, doing whatever it does now?
I can't figure out link-wise how it plays into a mix of FBXs, say for example.
I am imagining, as I have 2FBXs, with equal # material node channels, and one FBX with mats already set up, another without any, and this thing (Material Map Node) could link the two to transport the maps from one to the other (?).
But, even though I am a master of nodes, and all nodian things, I have node idea what to do with the Material Map.
Do you node what I am saying?

THX!

PS- Say Node to Drugs!
(Except on weekends.)

Hi,
sorry for the late answer, please have a look at this example:
Screen Shot 2018-06-22 at 18.02.21.png

The yellow lighter is the .abc geometry, while the red and the purple are material-map nodes with placement node. They are like instance nodes, the poly count does not change.
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Re: OctaneRender V4 XB3

Postby Notiusweb » Fri Jun 22, 2018 5:59 pm

Notiusweb Fri Jun 22, 2018 5:59 pm
bepeg4d wrote:
Notiusweb wrote:Could you please post a screen shot of a simple Material Map set-up, doing whatever it does now?
I can't figure out link-wise how it plays into a mix of FBXs, say for example.
I am imagining, as I have 2FBXs, with equal # material node channels, and one FBX with mats already set up, another without any, and this thing (Material Map Node) could link the two to transport the maps from one to the other (?).
But, even though I am a master of nodes, and all nodian things, I have node idea what to do with the Material Map.
Do you node what I am saying?

THX!

PS- Say Node to Drugs!
(Except on weekends.)

Hi,
sorry for the late answer, please have a look at this example:
Screen Shot 2018-06-22 at 18.02.21.png

The yellow lighter is the .abc geometry, while the red and the purple are material-map nodes with placement node. They are like instance nodes, the poly count does not change.


Oh, I see. It provides a mechanic to display an efficient clone of the geometry. I thought it was actually going to let you pass through a material map from one actual separate geo to another.
I was thinking to somehow we were going to be able to pass, say, a 12-channel material map from an FBX to a 1 channel alembic. But I see now, mechanically that is not possible.
Okay, really good stuff!
Thanks!
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Re: OctaneRender V4 XB3

Postby funk » Sun Jun 24, 2018 7:04 am

funk Sun Jun 24, 2018 7:04 am
Black diffuse materials with a scattering node plugged into medium are much brighter when denoised

oct4_diffuse_scatter_brighter_denoised.png
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Re: OctaneRender V4 XB3

Postby funk » Sun Jun 24, 2018 7:20 am

funk Sun Jun 24, 2018 7:20 am
There's an issue with the denoiser not denoising the background.

Here is an image with some heavy DOF. You can see the bokeh generated over the HDR background is noisey even though the mesh is in the foreground is clean.

oct4_denoised_background_still_noisey.png


It seems the denoiser only denoises parts of the image where geometry exists. If we trick the denoiser by surrounding the scene with a large inverted transparent sphere, the background bokeh is denoised.

oct4_denoised_background_clean_with_trans_mesh_trick.png


I hope you guys can fix this so we don't have to use such workarounds.
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Re: OctaneRender V4 XB3

Postby HHbomb » Sun Jun 24, 2018 7:25 am

HHbomb Sun Jun 24, 2018 7:25 am
denoiser don't denoise background right now. I found that denoised image is brighter behind specular too.
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Re: OctaneRender V4 XB3

Postby vijay » Mon Jun 25, 2018 11:13 pm

vijay Mon Jun 25, 2018 11:13 pm
funk wrote:Black diffuse materials with a scattering node plugged into medium are much brighter when denoised

oct4_diffuse_scatter_brighter_denoised.png


Could you please send me the scene?
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Re: OctaneRender V4 XB3

Postby vijay » Mon Jun 25, 2018 11:15 pm

vijay Mon Jun 25, 2018 11:15 pm
funk wrote:There's an issue with the denoiser not denoising the background.

Here is an image with some heavy DOF. You can see the bokeh generated over the HDR background is noisey even though the mesh is in the foreground is clean.

oct4_denoised_background_still_noisey.png


It seems the denoiser only denoises parts of the image where geometry exists. If we trick the denoiser by surrounding the scene with a large inverted transparent sphere, the background bokeh is denoised.

oct4_denoised_background_clean_with_trans_mesh_trick.png


I hope you guys can fix this so we don't have to use such workarounds.


Yeap known issue, We are working on it.
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Re: OctaneRender V4 XB3

Postby funk » Mon Jun 25, 2018 11:41 pm

funk Mon Jun 25, 2018 11:41 pm
vijay_thirukonda wrote:
funk wrote:Black diffuse materials with a scattering node plugged into medium are much brighter when denoised


Could you please send me the scene?


Here is a simplified scene

left: no denoise
right: denoised

oct4_diffuse_scatter_brighter_denoised_02.png
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