OctaneRender™ 4 RC 2

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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coilbook
Licensed Customer
Posts: 3031
Joined: Mon Mar 24, 2014 2:27 pm

haze wrote:
coilbook wrote:empty scene uses 1.2 gb octane 3ds max
What is your Parallel Samples setting? If mine is set to 1, then Octane uses 51.3MB for an empty scene. If I set it to the new max of 32, then it'll use roughly 32 times that ie around 1400MB. If you have enough VRAM, increasing parallel samples helps render speed. If you don't have a lot, then you should use 8 or 16.
Hi
That's strange new scene shows like what you have. maybe something shows up in the old scene during rendering. Also I cannot set to 32. I guess it is coming out.
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haze
OctaneRender Team
Posts: 997
Joined: Sun Feb 08, 2015 8:57 pm

Renart wrote:This build is great and the future looks very promising!

But one small thing really bother me sometimes, it's the gizmo tool not being properly screen based.
What I mean is, sometime in big scale, it becomes very painful to move object around and we have to drag the gizmo multiple time to get the object where we want. Like if the position of the mouse on the screen doesn't really represent how far a object will move. Also the scale option is very sensible sometimes and I end up with very high or very low values.

Any plan on improving that?

Thanks!
There has been some improvements recently which will make their way into RC3, but we will continue tweaking and improving this until it works intuitively.
FrankLIU
OctaneRender Team
Posts: 29
Joined: Sun Nov 13, 2016 9:18 pm

Renart wrote:This build is great and the future looks very promising!

But one small thing really bother me sometimes, it's the gizmo tool not being properly screen based.
What I mean is, sometime in big scale, it becomes very painful to move object around and we have to drag the gizmo multiple time to get the object where we want. Like if the position of the mouse on the screen doesn't really represent how far a object will move. Also the scale option is very sensible sometimes and I end up with very high or very low values.

Any plan on improving that?

Thanks!
Can you please share some test scenes ? and please also explain how to reproduce those disfunctions.

thanks
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

I found an issue with the universal material. Roughness and dielectric IOR seem to be affecting the coating in an odd way

eg.
Specular = 0
Roughness = 1
Dielectric IOR = 1
Coating = 1
Coating roughness = 0

It looks correct with Roughness = 0, but higher values produce some kind of rough reflection
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
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coilbook
Licensed Customer
Posts: 3031
Joined: Mon Mar 24, 2014 2:27 pm

haze wrote:Ideally we would shift the ray epsilon to the geometry nodes, but that would come at a (possibly large) render performance cost. We'll look into it and see if there is another way.
HI Haze,
I just have a question about ray epsilon. We are having major problems with a big scene and small characters. Shadows, glass all look wrong but then if value is too small then terrain and trees flicker (unfortunately scene is dynamic and terrain must be a real 3d mesh ). Do you know if adding overwrite ray epsilon per object is possible any time soon or it is a complete octane overhaul?
Thank you
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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

funk wrote:I found an issue with the universal material. Roughness and dielectric IOR seem to be affecting the coating in an odd way

eg.
Specular = 0
Roughness = 1
Dielectric IOR = 1
Coating = 1
Coating roughness = 0

It looks correct with Roughness = 0, but higher values produce some kind of rough reflection
Thanks for reporting this bug, the fix will be in RC4.
J.C
Licensed Customer
Posts: 1843
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

WIPEXPO wrote:Hi i have noticed denoiser does not affect shadows generated by shadow catcher (grainy) is that ment to be ?
I have the same issue. Any comment from developers?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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cjadams
Licensed Customer
Posts: 239
Joined: Sun Oct 18, 2015 2:27 pm

BorisGoreta - can you tell me more about the mixing of drivers?
I have a 980 and 1080 .. what problems did you find???
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