OctaneRender™ 2019.1 XB1
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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.
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.
Hey, developers, anybody here?
Is this problem related to 2019.1 XB1? If not, please get in touch with Ahmet on the forum, or with our support team.divasoft wrote:Hello guys. I had a problem while I rendering a lot of particles. Octane render time is constant per-frame, but frame-processing time drammaticaly increasing frame by frame. Scene consist same quantiti particles in every frame, but render time increasing for 2 times after each 10 frames. But when i restart render, render time going small and start increasing again. On screenshot you can see when same frame (114) can render 4:17 and after restart 1:01. It's a madness. (x-particles are cached)
Is it Cinema related problem?
Otherwise, if it is possible to reproduce this problem in standalone, please let us know.
It is possible to extend it, but since XB2 is almost here, we'd much prefer if you could take a look at that instead... It will have heaps of fixes, and also some very interesting additions - you'll see AI Upsampling for the first time in XB2.Despot wrote:My 2019.1 XB1 build expires in 5 days or so, and whilst I'm obviously not using it for production work - I'm still enjoying testing out the new features.
Will there be an extension before it expires ?
Thanks :)
Sorry, but i can't reproduce this problen in standalone because octane can't work with particles as particles in standalone and convert all of them in geometry. But scene consist so many particles and export process crashes every time. I tried 5 times, unsuccessfull.haze wrote:Is this problem related to 2019.1 XB1? If not, please get in touch with Ahmet on the forum, or with our support team.divasoft wrote:Hello guys. I had a problem while I rendering a lot of particles. Octane render time is constant per-frame, but frame-processing time drammaticaly increasing frame by frame. Scene consist same quantiti particles in every frame, but render time increasing for 2 times after each 10 frames. But when i restart render, render time going small and start increasing again. On screenshot you can see when same frame (114) can render 4:17 and after restart 1:01. It's a madness. (x-particles are cached)
Is it Cinema related problem?
Otherwise, if it is possible to reproduce this problem in standalone, please let us know.
Hi, thanks for the reply - that all sounds cool, but my next question is will there be a gap between XB1 expiring (clock reads 3 days 5 hours for me) ? or will it be a seamless transition to XB2 ?haze wrote:It is possible to extend it, but since XB2 is almost here, we'd much prefer if you could take a look at that instead... It will have heaps of fixes, and also some very interesting additions - you'll see AI Upsampling for the first time in XB2.Despot wrote:My 2019.1 XB1 build expires in 5 days or so, and whilst I'm obviously not using it for production work - I'm still enjoying testing out the new features.
Will there be an extension before it expires ?
Thanks
Yes - we are extending it a bit, and XB2 is just waiting for me to review AI upsampler (now in imager node) before it goes out on the forums.
Regarding my huge post about normal mapping issues, in the mean time, I've made some progress implementing normal mapping FROM SCRATCH using OSL.
Here's a video demonstrating some of the improvements to diffuse shading. I am simply using view direction to gradually reduce intensity of normal maps only in problem areas. The results are surprisingly good so far. In real world tests overall normal maps appear more "3D" (for lack of a better term) compared to what we have now using material normal map pin only.
I'm now adding more features to this OSL script and I'll be posting it here on the forums along with a bunch of other useful utility scripts for working with normal maps.
Also here's a research paper that offers a microfacet-based approach to solving this issue.
https://blogs.unity3d.com/2017/10/02/mi ... h-tracing/
Cheers
Milan
Here's a video demonstrating some of the improvements to diffuse shading. I am simply using view direction to gradually reduce intensity of normal maps only in problem areas. The results are surprisingly good so far. In real world tests overall normal maps appear more "3D" (for lack of a better term) compared to what we have now using material normal map pin only.
I'm now adding more features to this OSL script and I'll be posting it here on the forums along with a bunch of other useful utility scripts for working with normal maps.
Also here's a research paper that offers a microfacet-based approach to solving this issue.
https://blogs.unity3d.com/2017/10/02/mi ... h-tracing/
Cheers
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780