OctaneRender™ 2019.1 XB2

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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Can we get this too?
Dust and Scratches Lens Effect – V-Ray Next
https://youtu.be/yEdnYAgzcNE
FrankLIU
OctaneRender Team
Posts: 29
Joined: Sun Nov 13, 2016 9:18 pm

Moonhowl wrote:Hi All,

I was very excited to test the upsampler on one of the bigger projects, a 4K VR animation...I did these two tests without and with the upsampler on 2x2 (see below)

seems like stereo distribution confused the crap out of it lol...am I doing something wrong or does this need to be fixed still by developers?

thanks,
Al

Upsampler turned off (result as expected)
Normal_0323.jpg
Upsampler turned on (def not as expected)
lol_0111.jpg
Hey,
there has been a fix around the rendering using up-sampling.
If possible, could you please share this scene and let me double check with the latest fix?

Thanks
FrankLIU
OctaneRender Team
Posts: 29
Joined: Sun Nov 13, 2016 9:18 pm

Goldorak wrote:
funk wrote:I dont think it makes much sense to group subsampling and upsampling together.

One is purely for faster interactivity in the viewport while you navigate a scene. The other is used more like a post process for the final render.

You might actually want both on at the same time, so you can move the camera around more interactively, then do a final upsample when the render completes.
I agree they should not be grouped together
I am working on a code refinement of the upsampling, which will eventually decouple the subsampling and upsampling.
the reason why they are grouped together right now is: upsampling is using sub-sampling internally to support A quick rendering, so they share the same config setting.
FrankLIU
OctaneRender Team
Posts: 29
Joined: Sun Nov 13, 2016 9:18 pm

Notiusweb wrote:Here is my running wishlist from this XB2:
1 - 1.5x1.5 up sampling (as 3rd up-sampling option)
2 - bigger (or size-customizable) GPU list display-area in device preferences
I am working on a code refinement and eventually remove the dependence between upsampling and subsampling.
and when that done, any scale factor is possible: 1.5, 2, 3, 4
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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

calus wrote:@Wallace,
Also please change specular layer with IOR 1 to actually behave as IOR 1 not as an infinite IOR (we have metallic layer for that)

Even if it's the way it's workings in glossy material doesn't mean it's right,
layered material is a new implementation so can get rid of old non-sens.
This is a bug, I am retaining this behavior of glossy material, but because glossy material is programmed from specular layer + diffuse layer now, it seems like this behavior leaked into general layered material as well.

I will fix this.
calus wrote: I don't understand your question, isn't it the point of layered material, to decompose materials to simpler material components and well ... layer them.
and obviously this is particularly indicated for thin film effect as this phenomen is actually due to a true material layer in the real physical word.
but I understand why it could be hard to do in Octane regarding the historical thin film layer implementation.
As I have said, layers are decomposed as individual BSDF lobes that make up the final reflectance/transmittance. Thin film on the other hand is not one such lobe, and it basically modulates these lobes when defined in the layers stack.

I can fix this issue by modifying the current behavior so that this phase shifting happens for all specular layers below (as it should), but I'd insist to keep thin film inside specular/metal layers to keep the number of layer nodes minimal, avoid having layer nodes with only two pins (thin film width and thin film ior), and because it means nothing without a specular/metal layer beneath it.
calus wrote: So the Sheen layer represent exactly one BSDF ?
Yes.
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wallace
OctaneRender Team
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Joined: Sun Dec 18, 2016 10:38 pm

funk wrote:I've run into a bug with the layered material node.

As far as I can tell, the 2 materials I've set up below, should look identical, but the "layered material" version is incorrect and renders the base material black.
I looked into the two similar bugs you've reported, and fixed them both at the same time (they are the same problem).

The fix will go into the next build we release.
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funk
Licensed Customer
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

wallace wrote:
funk wrote:I've run into a bug with the layered material node.

As far as I can tell, the 2 materials I've set up below, should look identical, but the "layered material" version is incorrect and renders the base material black.
I looked into the two similar bugs you've reported, and fixed them both at the same time (they are the same problem).

The fix will go into the next build we release.
Thanks Wallace. I also noticed I'm seeing similar issues in the universal material when I use the lambertian transmission, plus specular (or clearcoat).

I assume the universal material is using the same layering code internally and will also be fixed?
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
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

FrankLIU wrote:
Notiusweb wrote:Here is my running wishlist from this XB2:
1 - 1.5x1.5 up sampling (as 3rd up-sampling option)
2 - bigger (or size-customizable) GPU list display-area in device preferences
I am working on a code refinement and eventually remove the dependence between upsampling and subsampling.
and when that done, any scale factor is possible: 1.5, 2, 3, 4
@FrankLiu & Wallace - Awesome!
Hey, any news on implementation of FBX Blend-shapes, thx!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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Despot
Licensed Customer
Posts: 130
Joined: Tue Jan 10, 2017 3:19 pm

coilbook wrote:Can we get this too?
Dust and Scratches Lens Effect – V-Ray Next
https://youtu.be/yEdnYAgzcNE
+1000 for this...

I love the fact that you can now isolate glare to only the brightest pixels - but we need what's shown in the video, diffraction effects, aperature maps, lens flares etc etc

Please update the post-processing side of things, these effects greatly enhance realism of renders, bringing them closer to reality...
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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

funk wrote: Thanks Wallace. I also noticed I'm seeing similar issues in the universal material when I use the lambertian transmission, plus specular (or clearcoat).

I assume the universal material is using the same layering code internally and will also be fixed?
Hey funk, yes the fix was for both workflows of layered material and also universal material that was implemented as layered material.

By the way, can you send me your scene with the thin wall problem? I think there's an issue with GGX + thin wall, but would just like your scene to confirm my guess and to verify the fix.
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