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.
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Refracty
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FrankPooleFloating wrote: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...
Is your scene far from the origin?
This can invoke problems.

And I guess your scene scale is set correctly.
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FrankPooleFloating
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Is your scene far from the origin? No

And I guess your scene scale is set correctly. Yes
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abstrax
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PolderAnimation wrote: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
Thanks for the report. Until now, the info channel kernel / info passes don't support dirt. Instead of fixing the artifacts caused by some uninitialized values, we will add dirt support to the next release.
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roeland
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Notiusweb wrote: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.
1 – the button is greyed out if the document currently has no changes.

2 – AFAIK the new file will also be shown in the OSL editor.

3 – If a compilation fails the device code will not be updated, as this is potentially a slow process.
The issue with reloading is a bug. To work around for now, use the reload button in the node inspector.

4 – OSL UV node is used together with the built-in _evaluateDelayed() function (docs). On the other hand “OSL Projection” lets you write OSL code to create custom UVs.
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funk
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I had to use the batch rendering script to do something today and discovered some bugs:

1) The framerate slider shows 1.0, rather than the FPS shown in Octane (though it doesnt seem to affect the result)
2) If you enable "start file numbering at", it is completely ignored. This affects all options (saving layered exr, discreet, deep, start and end frames etc)
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mac3d
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Hi guys,i have a problem with this version when I use the kernel infochannel.

When I use the infochannel kernel the sofa disappears from the scene

With other kernels it works correctly.
Attachments
nodegraph.jpg
Path tracing
Path tracing
Info channel
Info channel
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Notiusweb
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Look at this Mystery! :P

I have a scene, where I have a TV as an emitter, and emission works properly, but the 'self-brightness' of the TV itself only shows in a mirror reflection, but not in the actual 'reality'.

Is there a setting I am missing, some sort of "Show Emitter self-brightness in reflection, but not in actual scene component itself"?
(pretty sure there is...)

And, can I do this in real life? :twisted:

Thanks for any help!

Left
-TV in real,
-emitting light
-no self-brightness

Right
-TV reflection
-emitting light
-self-brightness present
TVMystery.jpg
And look at this, if I set the emitter as 2-sided, it works, but just the back 'glow' of the self-brightness, in both parts? :?:
Because, look how much stronger it is in the reflection, as reflection shows both forward self-brightness, and backwards self-brightness.
TVMystery.2.jpg
Also, if we could harness this power into giving free-lighting virtually, that would be awesome! :mrgreen:
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Notiusweb
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Okay, so if I adjust the opacity on the emission material, I can get the real foreground to match the reflection.
But any ideas how come the mirrored part won't reflect the opacity of the foreground, thx!

Ohhhhhhhhhh....
Wait - I have to uncheck "Visible on Specular" to make it appear or not appear...
:oops:

A little counter intuitive, but then again, everything is, including my perception....
our existence is counter intuitive... :geek:

How are the poor folks using Unity plugin, and the future UE4 plugin, supposed to figure this stuff out...
They are not as smart and nimble as I am, you know?
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calus
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So it's possible in the Image Tiles Texture node to setup a pattern for most of the UV tile naming conventions,
except for the UDIM convention ?

iI mean with %u, %v and %i placehoders,it doesn't seem to be enough to setup the UDIM pattern ... or did I miss something ?

Please add support to the UDIM convention by allowing to define a pattern following this fonction :

Code: Select all

udim = 1001 + u + (10 * v)
(with u tile index between 0 and 9)

PS: obviously I know I can load by hand each tile one by one at the right UV tile index but this would defeat completely the purpose of UDIM.
Pascal ANDRE
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roeland
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calus wrote:So it's possible in the Image Tiles Texture node to setup a pattern for most of the UV tile naming conventions,
except for the UDIM convention ?
You can set it up as follows:
  • The grid is 10 tiles wide.
  • Use the %i placeholder for single index
  • Set the start index to 1001
  • 4 digits.
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