OctaneRender™ 2019.1 XB2

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haze
OctaneRender Team
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Joined: Sun Feb 08, 2015 8:57 pm

andrear wrote:edit
I just realized that this build doesn't have any RTX support. Now, this makes the oddities even stranger.

may be it's normal behavior (I read the whole post here, but I don't remember any similar problems), but I found overall differences in the lighting scene and textures.
see the attached files, an interior scene I'm working on.
The first image is rendered with 4.04 while the other with 2019xb2.
No changes were made to the nodes except for a lower exposure value in the 2019 ones.
is this related to the way the rtx cores handle reflections and shadows?
I also see big differences on some textures, look at the ceramics or the inox steel taps.
another oddity is the vertical shift in the renders from the 2019 build, where you can clearly see the towels in the background that are cut and slid at the small opening between the two glass doors.
thank's in advance for your answer,
andrea
There's been a number of fixes in this area since XB2. We are hoping to bring out a RC1 soon.

To be sure, is it possible you can send us the scene privately so we can check?
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

haze wrote:
funk wrote:I'm doing some lighting tests with a scene and noticed the AI denoiser is giving me some strange results.

It's adding some extra facial features to the lego faces (kind of creepy!)
ai_denoiser_creepy_lego_face.jpg
I have PMed the orbx link to haze
Thanks funk, we're looking into it.
Fixed for RC1
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KeeWe
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Joined: Wed Nov 27, 2013 11:32 am

When can we expect a fix for the Network rendering Bug?
6850k // 32 GB // 1080, 1080 Ti, 2080 Ti // Win 10 // C4D 19.068
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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Double sided materials are rendering different in 2019 compared to 4/2018.

It seems the opposite side of polygons no longer have any reflection.

The polygons here are facing inward. You can see in 2019, the outer faces are much darker now:
double_sided_difference.jpg
This is going to break things like tree leaves, grass, sheets of paper etc, which use a single poly for both sides.
Attachments
double_sided_difference.orbx
(75.77 KiB) Downloaded 204 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
linograndiotoy
OctaneRender Team
Posts: 1362
Joined: Thu Feb 01, 2018 7:10 pm

Hello Andrea!

Would you mind sharing your scene with me in ORBX format ?

It would be nice to know if there are some important differences in the loaded settings/materials between V4 and V2019.

Thanks!
andrear wrote:edit
I just realized that this build doesn't have any RTX support. Now, this makes the oddities even stranger.

may be it's normal behavior (I read the whole post here, but I don't remember any similar problems), but I found overall differences in the lighting scene and textures.
see the attached files, an interior scene I'm working on.
The first image is rendered with 4.04 while the other with 2019xb2.
No changes were made to the nodes except for a lower exposure value in the 2019 ones.
is this related to the way the rtx cores handle reflections and shadows?
I also see big differences on some textures, look at the ceramics or the inox steel taps.
another oddity is the vertical shift in the renders from the 2019 build, where you can clearly see the towels in the background that are cut and slid at the small opening between the two glass doors.
thank's in advance for your answer,
andrea
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andrear
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Posts: 116
Joined: Wed Apr 28, 2010 11:49 am
Location: milan, italy

Hello,
I tried this morning to send the file to Haze but I'm not sure if I succeeded because the page continues to reload its version without my message and won't let me go on.
my best,
andrea
MSi GE75 Raider 8SF - W10PRO - RTX 2070 8GB mobile
nejck
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Joined: Fri Sep 28, 2018 5:24 am
Contact:

Hey everybody, hope you don't mind but I've got a quick question regarding the new composite materials...

Jules mentioned that they are essentially inspired by 3ds Max's Composite map (or C4D's Layer shader if you will) and I'm wondering whether the implementation will only work for material mixing or will there also be a similar map / shader for texture mixing?
linograndiotoy
OctaneRender Team
Posts: 1362
Joined: Thu Feb 01, 2018 7:10 pm

nejck wrote:Hey everybody, hope you don't mind but I've got a quick question regarding the new composite materials...

Jules mentioned that they are essentially inspired by 3ds Max's Composite map (or C4D's Layer shader if you will) and I'm wondering whether the implementation will only work for material mixing or will there also be a similar map / shader for texture mixing?
Hi!

Each Layer provides an Opacity input which can be used to connect a texture alpha.

My advice would be to download the sample scenes you can find in the Octane 2019.1 XB1 thread:

viewtopic.php?f=33&t=70971

If that is not helping answering your question, could you please show us a specific real world example of what you're asking?

Thanks!
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funk
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Location: Australia

Lino, the composite material is like a MIX MATERIAL with more than 2 inputs.

For textures, we would need something like the MIX TEXTURE, with more than 2 texture inputs.

I agree it would be really handy


EDIT: In vray for modo, we have the "V-Ray Layered" node that has 6 texture inputs. What I like about this is that it also supports BLEND MODES (multiply, add, screen etc similar to photoshop)
vray_layered.jpg
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
linograndiotoy
OctaneRender Team
Posts: 1362
Joined: Thu Feb 01, 2018 7:10 pm

funk wrote:Lino, the composite material is like a MIX MATERIAL with more than 2 inputs.

For textures, we would need something like the MIX TEXTURE, with more than 2 texture inputs.

I agree it would be really handy


EDIT: In vray for modo, we have the "V-Ray Layered" node that has 6 texture inputs. What I like about this is that it also supports BLEND MODES (multiply, add, screen etc similar to photoshop)
Oh, got it! Thanks!

A Layered Texture mixer node, offering Photoshop-like blend modes would be a wonderful addition. The good news is that OTOY is totally aware about that. ;)
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