OctaneRender™ 4 RC 7

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Notiusweb
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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.
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PolderAnimation
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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
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Notiusweb
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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! :oops:
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andw
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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:
load-failed.png
load-failed.png (6.23 KiB) Viewed 5119 times
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
It happens even on minimal scene without geometry and textures, just Render target with minimal set of nodes.
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Notiusweb
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How far away is OR5?
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.
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profbetis
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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.
My bad, you are correct. I'm using the Houdini plugin which is RC6, sorry for posting. Thanks for letting me know :)
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abstrax
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coilbook wrote:Will we see a procedural noise displacement in this version or next where no mapping is required?

Thanks
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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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FrankPooleFloating
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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. ;)
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abstrax
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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. ;)
Did you experiment with decreasing the ray epsilon?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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FrankPooleFloating
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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...
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