Some very screwy stuff with the OSL texture UI:
1 - It saves over files without you intending to if you use the Standalone OSL editor...it has a save over this file icon that will just all of the sudden grey out, and it overwrites the file without you wanting it to
2 - the UI allows you to load in new OSL, but when you do, it still works as if you didn't load in a new one. Then it overwrites (see above 1) and it saves the original OSL over the newly loaded in file!
3 - sometimes when you load in a new OSL file, it remembers the last version of it somehow. (ie- if you have a syntax error line 12, it will remember the syntax error, and even if you fix externally and load in with only 11 lines, it still says error line 12). You have to close out everything, standalone itself, load in again after editing. Even still, it sometimes holds on to the previous iteration some how, so you have to externally create a new one with a new file name
4 - More generally, with the standalone UI for a texture's Projection Node, if you select 'OSL UV', it is not working....it does nothing.
OctaneRender™ 4 RC 7
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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.
- PolderAnimation
- Posts: 375
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
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When trying to bake a dirt texture node to a texture I get weird artifacts.
I use a bake camera.
I render in infochannels kernel in diffuse filter
I use a dirt texture with invert normals
I use a bake camera.
I render in infochannels kernel in diffuse filter
I use a dirt texture with invert normals
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
Please ignore my last post #4, regarding the 'OSL UV". I just did not understand that it was in fact an on/off 'key' if you will, and not a node that further opened up.
Sorry!
Sorry!

Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Save/load render state feature seems to be broken in this version. Saving state completes without errors, but when I try to load .ocr file, I've get an error message:
It happens even on minimal scene without geometry and textures, just Render target with minimal set of nodes.
Log window contents:
Code: Select all
Started logging on 03.11.18 19:44:59
OctaneRender 4.00 RC7 (4000017)
couldn't find entry 1 in binary table
AMD R7-2700/64Gb/RTX2080Ti 11Gb + RTX2080 8Gb/Win10 Pro x64/nV driver 451.67/Poser10, DS4.12, Blender2.79, Octane 4.05 Standalone
> Using RAM Disk with Octane <
> Using RAM Disk with Octane <
How far away is OR5?
And, would UE4 or the other plugins in the works be using V4 or V5 as they come out?
And, would UE4 or the other plugins in the works be using V4 or V5 as they come out?
Last edited by Notiusweb on Mon Nov 05, 2018 2:12 am, edited 1 time in total.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
My bad, you are correct. I'm using the Houdini plugin which is RC6, sorry for posting. Thanks for letting me knowwallace wrote:Can you confirm you are using RC7? I can see this artifact in RC6, and I have already resolved this bug.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
Double checking in RC7, I am not actually seeing any of these artifacts anymore.

GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Displacement is quite high on our to-do list and we are currently working on a couple of different approaches but it's still to early to say anything definitive. Sorry for the non-answer.coilbook wrote:Will we see a procedural noise displacement in this version or next where no mapping is required?
Thanks
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Is there a known problem with displaced specular having black around edges (with or without fake shadows) where it emerges through another surface? I have a scene in LW with snow and ice displaced planes that bumps through here and there on an object.. If I displace my ice using LW's displacement I do not get these offending black rings around my specular edges (exactly where they are poking through object and the two surfaces meet).. Switch to Octane displacement and they are there... I'd rather not show this scene, since it is for an ad. Let me know if I need to try and articulate this better. 

Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
Did you experiment with decreasing the ray epsilon?FrankPooleFloating wrote:Is there a known problem with displaced specular having black around edges (with or without fake shadows) where it emerges through another surface? I have a scene in LW with snow and ice displaced planes that bumps through here and there on an object.. If I displace my ice using LW's displacement I do not get these offending black rings around my specular edges (exactly where they are poking through object and the two surfaces meet).. Switch to Octane displacement and they are there... I'd rather not show this scene, since it is for an ad. Let me know if I need to try and articulate this better.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Yes. I played with all kinds of different settings, including Ray Epsilon. Try making a ground plane and a specular "ice" plane. Displace ice so it is popping through ground. My object that ice and snow displace through is also displaced, though I do not think that makes any difference. My displacement is being driven by LW procedural into texture map.. and I don't think that matters either. Like I said, with LW displacement I am g-t-g...
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles