OctaneRender™ 2019.1 XB2
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
You guys have totally figured out what I meant, how awesome!
It would be really great to have Mix Textures in Octane for sure. Thanks for the "heads up", Lino! 
I always find Multiply and Addition quite useful, but I would LOVE to have some equivalent of Overlay. But I understand this involves layering position, as opposed to just a binary if-then decision like Multiply and Addition have.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Otoy team- were you able to fix Hot Pixel not working when up-sampling used for next release, THX!Notiusweb wrote:Here you go:FrankLIU wrote:Hey Notusweb,Notiusweb wrote:Hot Pixel Removal working when no-sampling or sub-sampling active.
Hot Pixel Removal NOT working when up-sampling active.
THX
Can you please share me that scene and let me do a debug?
Thanks a lot
Frank
PBR_Basic.HotPixel.orbx
It is very simple, uses Path Tracing, Transmission, and low sample target to make it more obvious.
When no-sampling or sub-sampling, Hot Pixel slider affects the scene, reducing the hot pixels.
When up-sampling, Hot Pixel slider does not affect the scene, the hot pixels are not affected at all.
One can, yes, increase sample amount to make it a moot point, since hot pixels ultimately render away.
But ideally would like to see it work with up-sampling to maximize the awesome speed benefit.
THX!!!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
The denoiser seems to be broken compared to 2018
I rendered the same scene in 2018 and 2019, to about 300 samples so you can compare the denoised result
2018 looks nice and clean.
2019 has lots of blurry details, with some "double" lines. Its almost like some of the hidden render passes are offset by a few pixels, so its confusing the denoiser
I will send the scene to haze via PM
I rendered the same scene in 2018 and 2019, to about 300 samples so you can compare the denoised result
2018 looks nice and clean.
2019 has lots of blurry details, with some "double" lines. Its almost like some of the hidden render passes are offset by a few pixels, so its confusing the denoiser
I will send the scene to haze via PM
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
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I also enabled the AI upsampler on the above scene (set to 4x4 up sampling, with "on completion" disabled)
It breaks the denoised output (looks dark)
It breaks the denoised output (looks dark)
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
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
- sethRichardson

- Posts: 95
- Joined: Thu Feb 27, 2014 2:16 am
Seems to be an issue with edge rounding in XB2. It's doing much better than the old but let me show you this issue.
There seems to be some weird flaring in the width and the normals look off on it.
The bump issues from previous versions are still present in 2019. Could you guys please look into it? By bump issues I mean if you are working to scale on smaller objects the bump mapping is very bad, low detail. But if you scale the object up to be pretty large and not to real world scale bump mapping is fine. This also includes the gross faceting that still happens with fine bumps on objects that have curvature to them.
There seems to be some weird flaring in the width and the normals look off on it.
The bump issues from previous versions are still present in 2019. Could you guys please look into it? By bump issues I mean if you are working to scale on smaller objects the bump mapping is very bad, low detail. But if you scale the object up to be pretty large and not to real world scale bump mapping is fine. This also includes the gross faceting that still happens with fine bumps on objects that have curvature to them.
- linograndiotoy

- Posts: 1377
- Joined: Thu Feb 01, 2018 7:10 pm