Seems the visible on specular option doesn't work on Universal materials, we'll take a look.funk wrote:I've found an issue with clearcoat in the universal material, if you are using GI clamp (it's more noticable if you use a HDRI environment texture with a bright sun or window).
The universal material's roughness is affecting clearcoat amount when it shouldnt be
eg. set Kernel GI clamp = 1.0, universal dielectric IOR = 1.0 and coating= 1.0, then compare roughness 0.0 to 1.0. When roughness is high, the clearcoat is dimmer
OctaneRender™ Standalone 4.02
Yes I understand, but there is really a different problem here with the coating. Clearcoat roughness is not being changed, only the material roughness. So the clearcoat should not be affected at allroeland wrote:That is somewhat expected, if you use GI clamp values that low you'll get all kinds of bias in your rendered images, including too dim specular reflections.funk wrote:I've found an issue with clearcoat in the universal material, if you are using GI clamp (it's more noticable if you use a HDRI environment texture with a bright sun or window).
The universal material's roughness is affecting clearcoat amount when it shouldnt be
eg. set Kernel GI clamp = 1.0, universal dielectric IOR = 1.0 and coating= 1.0, then compare roughness 0.0 to 1.0. When roughness is high, the clearcoat is dimmer
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Roeland, here is an example orbx
Start the render, and select the "mat1" group and change ROUGHNESS (not coating roughness), from 0 to 1 and back.
The material has no specular reflection (dielectric IOR is set to 1.0, but you could have set specular = 0 too), so the only "reflection" is coming from the coating.
You can see when roughness is 1, the window reflection becomes dimmer.
Start the render, and select the "mat1" group and change ROUGHNESS (not coating roughness), from 0 to 1 and back.
The material has no specular reflection (dielectric IOR is set to 1.0, but you could have set specular = 0 too), so the only "reflection" is coming from the coating.
You can see when roughness is 1, the window reflection becomes dimmer.
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Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Roeland, here is an orbx to demonstrate what I was talking about with this issue.funk wrote:I also found a second issue with coating. If you disable "visible to specular" on an emitter, the coating still shows the emitter, but as a very low sample, noisy reflection
If you disable "visible to diffuse", but leave "visible to specular" enabled, you dont see any reflection at all
Load the orbx and start the render. Visible to specular is disabled, so we should not be seeing any reflection on the sphere, but we see this noise
If you select the "area light emitter material" group > emission, then disable "visible to diffuse, and enable "visible to specular", we should be seeing a black sphere with a bright specular reflection on it. Instead we see nothing.
If you select the "mat1" group and set the material roughness to 0, the coating reflection will show the expected reflection. This seems to be related to the issue with coating being affected by roughness and GI clamp.
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Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Hi,
Since loading this version, now I cannot seem to load Octane at all.
Render failure in Normal Rendering: GPU failure.
Check the log for error details.
This applies to both the Standalone and the Max plugin.
Yet when I go to the Devices tab, Octane Device Settings, the GPU is listed.
Any ideas?
J
W7 with all updates,
GTX460 with 391.35 drivers
Max Design 2013,
Octane_4_02_1, and,
OctaneRender_for_3ds_Max_4.02.1_-_6.14.
Since loading this version, now I cannot seem to load Octane at all.
Render failure in Normal Rendering: GPU failure.
Check the log for error details.
This applies to both the Standalone and the Max plugin.
Yet when I go to the Devices tab, Octane Device Settings, the GPU is listed.
Any ideas?
J
W7 with all updates,
GTX460 with 391.35 drivers
Max Design 2013,
Octane_4_02_1, and,
OctaneRender_for_3ds_Max_4.02.1_-_6.14.
Regards,
Mathurin
W7 Pro 64bit | i7 950 @ 3.07GHz | Vertex II 60Gb SSD | 2 x MSI GTX460 Cyclone 1gb | 6gb OCZ Platinum 1333 DDR3 | Max Design 2013 | Octane 1.11 |
Mathurin
W7 Pro 64bit | i7 950 @ 3.07GHz | Vertex II 60Gb SSD | 2 x MSI GTX460 Cyclone 1gb | 6gb OCZ Platinum 1333 DDR3 | Max Design 2013 | Octane 1.11 |
I'm also finding that caustics blur doesnt seem to be working well (or at all?) with coating
eg. If I make the universal material black, with a 1.5 IOR specular, setting caustic blur to 1.0, you can see caustics clear up almost instantly.
If I set specular to black, and use a coating instead, the caustics remain noisy
eg. If I make the universal material black, with a 1.5 IOR specular, setting caustic blur to 1.0, you can see caustics clear up almost instantly.
If I set specular to black, and use a coating instead, the caustics remain noisy
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Here is a scene showing the issue
The top render is coating, the bottom is specular. You can see caustic blur is not working on the coating
1. Load the scene and start rendering. Note this is using specular and caustics get blurred
2. Select the "meshes" group and set specular to 0, and coating to white. Caustics do not get blurred
The top render is coating, the bottom is specular. You can see caustic blur is not working on the coating
1. Load the scene and start rendering. Note this is using specular and caustics get blurred
2. Select the "meshes" group and set specular to 0, and coating to white. Caustics do not get blurred
You do not have the required permissions to view the files attached to this post.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ