Alpha shader development - Pixel failure

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Taksha
Licensed Customer
Posts: 16
Joined: Sat Apr 13, 2019 12:05 pm

Hello together,

The mysterious thing for the first: one time i open up the c4d file with the native shaders from c4d, activated octane and the firts render looks like my old shader is nearly compatible.
I was so lucky to open it without big changes and thought: "Yeah, better compatiblity as expected" - but now i got the opposit.

The next time i open it up it does not recognize the original state like before :( - only some elements was looking like the original c4d scene.
I am new to Octane and now i have to make some of my shaders in octane again to have the best results.
Because the converter did not made it like it should.
So i have to make my alpha shader trix again. They worked very nice as Cinema 4D shader.
But conversion was not like the original. I started from scratch. I made the first version ready in Octane.

But now i see that there is a line of pixels at the gap where the texture loop is closing - and i can not get rid of it.
I exported the scene to Octane Render 2018.1.2 - sadly i saw it there too.

See my pics attached, you can see the line of pixels that normallly should not be there at the gaps - the sphere primitiv got it too..
The old c4d shader where this shader was originally made, was renderd without this pixel failures.

I saw that thisline of pixels can be seen in other alpha shaders i loaded from LiveDB too.
So i guess it is very important to inform about and hopfully can be fixed easily.

May be someone got a work around for this?

Have a good day, best regards
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bepeg4d
Octane Guru
Posts: 10325
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

Hi,
unfortunately the image is not visible, please share with me an example scene with assets, here or via PM, thanks.
C4D shaders are only partially supported, and auto-baked on the fly, so not ideal, especially for mid/complex scenes.
Always better to use Octane shaders for best quality, stability and speed.
ciao Beppe
Taksha
Licensed Customer
Posts: 16
Joined: Sat Apr 13, 2019 12:05 pm

Hey thank you, I made a test to see if it appears in octane shader too - yes it does - I tried some shaders with alpha from the Live DB.
I will send some examples asap.
Workstation X3: WIN7 - 2x Xeon E5 | 64 GB | 2x RTX 2080ti
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Hackintosh: WIN7/ OS X 10.8.5/ macOS 10.13.6 running Octane :) - 1x i7 4770K | 32 GB | 1x GTX 980ti
Taksha
Licensed Customer
Posts: 16
Joined: Sat Apr 13, 2019 12:05 pm

Sorry for my late response!
Pixel on bounds that should not be there - part 1
Pixel on bounds that should not be there - part 1
Here you can see 2 issues: The mysterious Pixels that occur on boundries / edges when objects meet. And a loading failure...
In this test example the pixel failure show up without displacement - shaders taken from Live DB.
Last edited by Taksha on Sun Nov 17, 2019 2:09 pm, edited 1 time in total.
Workstation X3: WIN7 - 2x Xeon E5 | 64 GB | 2x RTX 2080ti
______
Hackintosh: WIN7/ OS X 10.8.5/ macOS 10.13.6 running Octane :) - 1x i7 4770K | 32 GB | 1x GTX 980ti
Taksha
Licensed Customer
Posts: 16
Joined: Sat Apr 13, 2019 12:05 pm

Macro - the slice becoming visible on invisible borders from the alpha shader object - without displacement the pixel failure does not show up in this example.
Macro - the slice becoming visible on invisible borders from the alpha shader object - without displacement the pixel failure does not show up in this example.
Unwanted Pixel part 2 - Here are another strange behaviour with displacement and touching objects.
The Alpha is generated from a File in the opacity channel of the shader.
Attachments
Alpha Shader test 2-2.jpg
Alpha Shader test 2.jpg
OTOY alpha + Displacement_2.png
Alpha Shader test 2-0.jpg
OTOY alpha + Displacement_1.png
Workstation X3: WIN7 - 2x Xeon E5 | 64 GB | 2x RTX 2080ti
______
Hackintosh: WIN7/ OS X 10.8.5/ macOS 10.13.6 running Octane :) - 1x i7 4770K | 32 GB | 1x GTX 980ti
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