I realized this a few days ago, and have fixed this for the next release.funk wrote:Anisotropic rotation is broken on the Glossy Material. It doesnt do anything at all
Looking at your other reported bugs, thanks for reporting.
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.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
Load the orbx, select the sphere > universal material and change coating color to see the effect
I have also fixed this issuefunk 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?
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
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.
Real productivity gains of around 15-20% in the typical tasks.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
Thanks, fixed for next release.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.