Can the number for the camera aperture be unlocked so it can go past 100?
To circumvent longstanding issues with Octane's ray epsilon, sometimes I need to artificially scale up my scene sizes by a factor of 10 or more. Unfortunately the capped distance is incompatible with Octane's camera aperture settings, as the number does not go high enough to account for the much larger scene scale.
Beyond a scenario where I need to artificially inflate the scale of the scene, at normal scale sometimes I want to use a very long lens to flatten out a shot but would still like to have heavy DOF present. The camera being so far away, once again, makes the capped aperture number start to be an issue.
yes, I can adjust the "scene scale" setting but then that starts also affecting other things in the scene, especially with SSS.
If there is no technical issue causing the need for this capped at 100, could we get that to be unlocked to go higher?
Camera Aperture is capped at 100
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- itsallgoode9
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This is a hard limit in Octane core ... no way this can be changed in the plugin.itsallgoode9 wrote: If there is no technical issue causing the need for this capped at 100, could we get that to be unlocked to go higher?
Ray epsilon attribute in Maya attribute editor is terrible because only 3 decimal digits are visible, but in reality the ray epsilon have way higher precision,itsallgoode9 wrote: To circumvent longstanding issues with Octane's ray epsilon, sometimes I need to artificially scale up my scene sizes by a factor of 10 or more.
Maybe this one is the real bug in the Maya plugin and was your issue in the first place forcing you to upscale your scene.
If this is the case you can workaround the bug by adjusting ray epsilon in the channel box instead, because in channel box users can change the digit precision number (but not in attribute editor) :
- In the Channel Box menu : Edit > Settings > Change Precision > Type the number of decimals needed ( up to 15 ), this will be visible in the Channel Box and Attribute Spread Sheet.
Pascal ANDRE
- itsallgoode9
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Thanks Calus. Good to have an answer either way regarding the aperture.
I'll take another look at ray epsilon--I have raised it to 5 decimal points but I still get issues with my condensation displacement. This may be an issue of ray epsilon + displacement? It seems that things work fine if I have displacement turned off but once I turn it on I get all kinds of clipping till I scale up my geometry a good amount.
I'll experiment with that issue more and start a thread for that if needed.
I'll take another look at ray epsilon--I have raised it to 5 decimal points but I still get issues with my condensation displacement. This may be an issue of ray epsilon + displacement? It seems that things work fine if I have displacement turned off but once I turn it on I get all kinds of clipping till I scale up my geometry a good amount.
I'll experiment with that issue more and start a thread for that if needed.
just to be sure, did you set your ray epsilon as low as possible then ? I mean 0.00001itsallgoode9 wrote: I'll take another look at ray epsilon--I have raised it to 5 decimal points but I still get issues with my condensation displacement.
Also to really be sure you should test with precision 15 so you can set ray epsilon to 0.000000000000001
Pascal ANDRE
- itsallgoode9
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thanks calus. after quick test last night it still proved to be an issue. I'll do further testing and start a separate thread for that since I already got my answer to the camera aperture issue.
- itsallgoode9
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new thread continuing the ray epsilon issue discussion: viewtopic.php?f=110&t=70723