OctaneRender™ 2019.1 XB2

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wallace
OctaneRender Team
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Joined: Sun Dec 18, 2016 10:38 pm

funk wrote:Anisotropic rotation is broken on the Glossy Material. It doesnt do anything at all
I realized this a few days ago, and have fixed this for the next release.

Looking at your other reported bugs, thanks for reporting.
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wallace
OctaneRender Team
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Joined: Sun Dec 18, 2016 10:38 pm

funk wrote:Universal material bug: Adding a coating to a highly specular color base, makes the clearcoat look like a mirror instead of a clearcoat

top = coating 0, 0, 0
middle = coating 0.5, 0.5, 0.5
bottom = coating 1, 1, 1
uni_coat_bug.jpg
Load the orbx, select the sphere > universal material and change coating color to see the effect
I have fixed this issue, the problem was simply the coating layer taking in the inverse IOR map as its own layer IOR as well.

This fix will be added in the next release.

Edit:
funk wrote:Universal bug: There is a blue "tint" in this material when albedo is set to 0. If albedo is set to 0.1 it goes away.

It seems like albedo of 0 is creating some transparency/transmission?
uni_trans_bug.jpg
Load the orbx, select the sphere > universal material and change albedo from 0,0,0 to 0.1,0.1,0.1 to see the problem vanish
I have also fixed this issue
coilbook
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divasoft wrote:Hi guys. Can you give an approximate release date with RTX support? I replaced almost of my 1080ti with 2080ti and now I'm working at much lower speed than before.
RTX support is very needed as fast as possible.
Thanks.

I actually noticed that too. After we replaced 1080 with 2080tis there wasn't much speed gain
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bepeg4d
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Please have a look at temperatures while rendering, RTX cards are generating more heat than Pascal architecture.
You should already see a great improvement with RTX GPUs under CUDA.
11x RTX 2080TI are giving ~3300, while 11x GTX 1080Ti are giving ~2400 in OctaneBench:
https://render.otoy.com/octanebench/results.php
ciao Beppe
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funk
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Location: Australia

Here is one more example of rounded edges compared to other renderers

This is some isolated geometry imported from an ldraw lego cad model . Yes, I agree the geometry is quite bad, but I'm pointing out that modo and vray handle rounded edges much better.

All renders are generating rounded edges as a shading effect. Vray is also doing it on GPU.
round_edge_messy.jpg
UPDATE: It seems to be an issue related to the size of meshes. If I make the mesh 200% bigger, the artifacts go away
round_edge_messy_2x_larger.jpg
Attachments
round_edge_messy_2x_larger.orbx
(195.97 KiB) Downloaded 207 times
round_edge_messy.orbx
(195.92 KiB) Downloaded 214 times
Last edited by funk on Mon Jun 24, 2019 8:09 pm, edited 2 times in total.
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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funk
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I've tried to simplify the previous scene further. I have separated it down to 2 pieces. If I hide one of the pieces, the artifacts go away. So this seems to be some kind of bug in rounded edges.

1. Load the orbx and click the render target to start rendering. You'll see artifacts on the front piece
2. Unplug "mesh2 mesh" from the object layer. The artifacts go away
NOTE: You can also disable "consider other objects" in the red material round edge, BUT the original scene was all 1 mesh, so that wouldnt help
round_edge_messy_002.jpg
Attachments
round_edge_messy_002.orbx
(97.15 KiB) Downloaded 209 times
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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funk
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I discovered making the mesh double the size, removes the artifacts. I added the info + orbx to the original post (2 posts up)

So it seems to be a bug related to mesh size.

In the original imported lego scene, I have to make the meshes about 500% larger to avoid any artifacts.
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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divasoft
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bepeg4d wrote:Please have a look at temperatures while rendering, RTX cards are generating more heat than Pascal architecture.
You should already see a great improvement with RTX GPUs under CUDA.
11x RTX 2080TI are giving ~3300, while 11x GTX 1080Ti are giving ~2400 in OctaneBench:
https://render.otoy.com/octanebench/results.php
ciao Beppe
Real productivity gains of around 15-20% in the typical tasks.
RTX bench version gives x2-x5 acceleration.
Therefore, we are all waiting for the full implementation RTX in octane. Moreover, you said that there is no RTX acceleration in the current version and it will appear only in 2019.2.
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funk
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I have a scene where AI light is making lights darker (even when there is 1 light)

Here is a stripped down scene with a single emitter mesh. When AI light is enabled, the light becomes darker.
ai_light_change_brightness.jpg
Attachments
ai_light_change_brightness.orbx
(84.79 KiB) Downloaded 209 times
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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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

funk wrote:I discovered making the mesh double the size, removes the artifacts. I added the info + orbx to the original post (2 posts up)

So it seems to be a bug related to mesh size.

In the original imported lego scene, I have to make the meshes about 500% larger to avoid any artifacts.
Thanks, fixed for next release.
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