There is an issue with map projection when using a texture to control Albedo in the new Random Walk SSS node.
The only projection type that seems to be working is 'MeshUV'
Other types such as Box, Spherical etc don't seem to function.
Tested using a heavy, geometric pattern (very obvious) and switching from MeshUV to Box just kills the texture. Tried varying degrees of scale, nothing helps.
Be interesting to know if anybody else gets this
OctaneRender™ 2019.2 XB1
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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.
Thank you for the reports, we were aware of 1) but will add 2) to our checklist and both should be fixed in the next release.abayliss wrote:Two things I have observed while messing around with 2019.2 XB1.
1. Having AI light and RTX enabled at the same time results in a CUDA error.
2. Adaptive sampling seems to cap out at around 120 M/sec for me when I have RTX enabled. This may be an edge case, but I ended up with an adaptive sampling enabled render that started off almost 3x as fast with RTX enabled, but was then overtaken and completed in ~ half the time by the exact same render with RTX disabled.
Try to set GI clamp to 5 for clear specular.coilbook wrote:Hi
1. I have ten cards in one server. Can I connect each pair of cards with 5 nvlinks therefore doubling my vram? Thanks
2. Also will RT cores help with specular material We have water pouring into clear glass and it is taking forever even with a lot of GPUs ?
divasoft wrote:Try to set GI clamp to 5 for clear specular.coilbook wrote:Hi
1. I have ten cards in one server. Can I connect each pair of cards with 5 nvlinks therefore doubling my vram? Thanks
2. Also will RT cores help with specular material We have water pouring into clear glass and it is taking forever even with a lot of GPUs ?
Thanks. We have to use AO to render. Path tracing is even slower
wallace wrote:Yep, I can add those in no problem.Notiusweb wrote:Wallace - can we get an Opacity channel for the Hair shader?
I like it a lot, but I would like to use it for Transparency based hair meshes!
THX!
Also - Normal/Bump?




YEY!!!!
THX!
If we then get a 1.5x up-sampling mode, my Octane will be complete!!!!
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
it's a great news)mojave wrote:The issue with your scene has been found and will be fixed in the next release. Thank you for the report.divasoft wrote:Something breaks when I turn on RTX