OctaneRender™ 4 RC 7

Forums: OctaneRender™ 4 RC 7
A forum where development builds are posted for testing by the community.
Forum rules
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.

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby wallace » Thu Oct 25, 2018 3:20 am

wallace Thu Oct 25, 2018 3:20 am
profbetis wrote:The Universal Material has a strange behavior at low specular roughness values. It has these harmonic ring looking artifacts. These artifacts fade away as roughness approaches 0.002 and up.

I tested the same on the metallic material and no such artifacts exist.
Ray Epsilon has no affect.
The rings shift around when the metallic parameter is adjusted, in my case around the values 0.9 to 1.0


Can you confirm you are using RC7? I can see this artifact in RC6, and I have already resolved this bug.

Double checking in RC7, I am not actually seeing any of these artifacts anymore.
User avatar
wallace
OctaneRender Team
OctaneRender Team
 
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby calus » Thu Oct 25, 2018 5:37 am

calus Thu Oct 25, 2018 5:37 am
Hi wallace,

Diffuse material with no roughness
octane_2018-10-24_13-54-05.png

Universal Octane BSDF (nice expected similar result )
octane_2018-10-24_13-53-12.png


I didn't notice before but when the universal material have IOR=1 roughness = 1 and no specular, the result of transmission with the "octane" BSDF is very similar to the diffuse material with no roughness. :D
So I get it now, the implmentation make much more sens, but the reason I was confused is because of the weird things happening in this case with the Beckman and GGX bsdf :?: :


Diffuse material
octane_2018-10-24_13-58-52.png

Universal Octane BSDF, result close to diffuse material
octane_2018-10-24_13-56-45.png

universal GGX BSDF, weird result
octane_2018-10-24_14-10-58.png

universal Beckman BSDF, weird result
octane_2018-10-24_14-09-03.png
Pascal ANDRE
calus
Licensed Customer
Licensed Customer
 
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby wallace » Thu Oct 25, 2018 7:43 pm

wallace Thu Oct 25, 2018 7:43 pm
Hi calus,

So basically ggx and beckmann sampling samples a microfacet normal and we then calculate the light direction from it, so they behave vastly different from the octane brdf, which samples a light direction directly.

From what I see, the microfacet models' behavior is consistent across the IOR range so there isn't much I can do specifically for IOR = 1.0 given that this is also used for things like glass.

I will introduce a lambertian BSDF model in future versions so that you won't be limited to a range of IOR dependent transmission models.

Cheers
User avatar
wallace
OctaneRender Team
OctaneRender Team
 
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby wallace » Thu Oct 25, 2018 8:28 pm

wallace Thu Oct 25, 2018 8:28 pm
coilbook wrote:Can anyone at otoy explain to me when to use AI lights and Ai light update? When I have a lot of lights. I dont see any difference using it or not. Denoiser works the same and noise levels are the same
Thanks

UPDATE:
I tried a scene with a lot of lights and yes there is a big difference when using AI light but there is a possible bug I posted in max forum when ai lights work in octane viewport and not during rendering viewtopic.php?f=80&t=69152&start=70


As you have stated, AI lights option is used when your scene has complex lighting, what defines complex lighting, it's basically when you have a lot of lights in a large scene that individually affects a small local area in direct light. Sampling them can be difficult when the light emitter has a lot of polygons, since one of these polygons need to be picked. So when these two criteria are met, you definitely want to enable AI light. However, when there is a sufficient number of local lights, it doesn't matter how many polygons are within each light source, AI light still has an effect. As an example, refer to the release post for XB4: https://render.otoy.com/forum/viewtopic.php?f=33&t=68283. In the latter case however, if you give enough samples, then the old light sampling algorithm catches up, but this is really scene dependent and sample count dependent.

AI lights update come in to help adaptively update the light selection in direct light sampling, to help learn the scene you have and where the lights are. In the cases where you have a wall completely occluding the light, meaning that the light has no effect in your camera angle/position, AI light update will help understand we don't need to sample this light.
User avatar
wallace
OctaneRender Team
OctaneRender Team
 
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby J.C » Mon Oct 29, 2018 6:22 pm

J.C Mon Oct 29, 2018 6:22 pm
wallace wrote:
profbetis wrote:The Universal Material has a strange behavior at low specular roughness values. It has these harmonic ring looking artifacts. These artifacts fade away as roughness approaches 0.002 and up.

I tested the same on the metallic material and no such artifacts exist.
Ray Epsilon has no affect.
The rings shift around when the metallic parameter is adjusted, in my case around the values 0.9 to 1.0


Can you confirm you are using RC7? I can see this artifact in RC6, and I have already resolved this bug.

Double checking in RC7, I am not actually seeing any of these artifacts anymore.


I can confirm the bug is gone in RC7.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
J.C
Licensed Customer
Licensed Customer
 
Posts: 1712
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby enricocerica » Tue Oct 30, 2018 1:07 pm

enricocerica Tue Oct 30, 2018 1:07 pm
Tried to load a render state after created it and got the message :

Failed to load info film from render state file
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
User avatar
enricocerica
Licensed Customer
Licensed Customer
 
Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby mac3d » Wed Oct 31, 2018 7:56 am

mac3d Wed Oct 31, 2018 7:56 am
Failed to load info film from render state file


Also on Linux...
My Computer:i7 2,6ghz ram 8gb schede video nvidia 9600tso 512mb gtx560ti 1gb mainboard asus p6t se sistema operativo:Ubuntu 14.10 64 bit
mac3d
Licensed Customer
Licensed Customer
 
Posts: 105
Joined: Sun Jan 15, 2012 10:35 pm

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby roeland » Thu Nov 01, 2018 4:29 am

roeland Thu Nov 01, 2018 4:29 am
mac3d wrote:Failed to load info film from render state file

I could reproduce this, it will be fixed. Thanks for the report.
User avatar
roeland
OctaneRender Team
OctaneRender Team
 
Posts: 1808
Joined: Wed Mar 09, 2011 10:09 pm

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby enricocerica » Thu Nov 01, 2018 7:41 am

enricocerica Thu Nov 01, 2018 7:41 am
roeland wrote:
mac3d wrote:Failed to load info film from render state file

I could reproduce this, it will be fixed. Thanks for the report.

Great, thanks
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
User avatar
enricocerica
Licensed Customer
Licensed Customer
 
Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm

Re: OctaneRender™ 4 RC 7 [latest version 4]

Postby coilbook » Thu Nov 01, 2018 9:29 pm

coilbook Thu Nov 01, 2018 9:29 pm
Will we see a procedural noise displacement in this version or next where no mapping is required?

Thanks
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2984
Joined: Mon Mar 24, 2014 2:27 pm
PreviousNext

Return to Development Build Releases


Who is online

Users browsing this forum: No registered users and 1 guest

Tue Mar 19, 2024 10:53 am [ UTC ]