coilbook wrote:I dont know if anything can be done but why octane AO light looks so bad? I have gradient texture planes shining on VDBs and with pathtracing it looks great but with AO barely any color. VDBs look very flat with AO Thanks
abstrax wrote:Just for your information: We just updated the release builds for OSX and Linux since various people reported that Octane crashes during startup after the cuDNN library was downloaded. Please let us know if the problem persists even with this build.
frankmci wrote:Sure thing. The sample .orbx is very simple, single poly per face geometry. Edges made from lots of poly segments will definitely show specular artifacts when the rounding number is greater than, "just break the edge". Here's a shot of the kind of thing I use it for in real life: breaking the edges of small machine parts and such. It's definitely not perfect. For high res still images I'd still model in the tiny bevels/radii, but for animations, the material edge rounding is good enough. Unfortunately, I can't upload the source file for that, but it's the same basic setup.
haze wrote:coilbook wrote:I dont know if anything can be done but why octane AO light looks so bad? I have gradient texture planes shining on VDBs and with pathtracing it looks great but with AO barely any color. VDBs look very flat with AO Thanks
Try adjusting AO distance.
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