OctaneRender™ 2019.1.1

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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby wallace » Mon Sep 30, 2019 2:10 am

wallace Mon Sep 30, 2019 2:10 am
funk wrote:BUG: Toon materials using "camera" light, render black unless you add toon light to the scene


This is now fixed and will be in the next version, thanks for reporting.
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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby Elvissuperstar007 » Mon Sep 30, 2019 7:28 am

Elvissuperstar007 Mon Sep 30, 2019 7:28 am
MultiTexture - CG-Source ?
How can I do this in octane? I need different textures on the model
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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby 3dworks » Mon Sep 30, 2019 9:42 am

3dworks Mon Sep 30, 2019 9:42 am
abstrax wrote:
3dworks wrote:cannot install slave render on macos. what i get in terminal is this:
...

Yes, sorry about that. We fixed the issue in the maxOS slave installer and updated the link in the opening post, i.e. that version should install correctly now.


thank you for the fast fix!!
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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby Jolbertoquini » Mon Sep 30, 2019 1:38 pm

Jolbertoquini Mon Sep 30, 2019 1:38 pm
Elvissuperstar007 wrote:MultiTexture - CG-Source ?
How can I do this in octane? I need different textures on the model


Hi Elvissuperstar007,

Personally I use a gradient node with all texture version plug on different values and then I use random color texture node to drive the gradient, works well also you can use OSL to do that, but I use the Technic gradient using the textures from SG Sources and just the node random to have random texture on the different instances.

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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby Elvissuperstar007 » Tue Oct 01, 2019 12:50 am

Elvissuperstar007 Tue Oct 01, 2019 12:50 am
this is a crutch, why not make normal material like other renderings, 7 years have already passed
OSL)) I am not a programmer, I should not add the render code
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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby Elvissuperstar007 » Tue Oct 01, 2019 2:09 am

Elvissuperstar007 Tue Oct 01, 2019 2:09 am
?
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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby Jolbertoquini » Tue Oct 01, 2019 4:48 pm

Jolbertoquini Tue Oct 01, 2019 4:48 pm
Elvissuperstar007 wrote:this is a crutch, why not make normal material like other renderings, 7 years have already passed
OSL)) I am not a programmer, I should not add the render code


Sure would be way so easier, I agree same with Maya specific plugs to support well, I'm not otoy dev team, but I'm trying to help bro!

I saw you screen shot maybe I forgot to mention random node works with "scatter" basic instances (the CG sources is not instances, so may not work) I use Maya and usually I build a ground with MASH create instances. if you have instances automatic the node random will work. if you have problem I guess the dev of Max still need to check this stuff. I can send you a orbx with the setup if help you?

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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby abstrax » Tue Oct 01, 2019 7:14 pm

abstrax Tue Oct 01, 2019 7:14 pm
coilbook wrote:there is still a bug when using adaptive sampling and if there is 20% of noise left to finish, GPU usage drops from 99% to like 40%-20% Doesn't it make more sense to keep GPU at 100% all the time to finish faster?

Also reflected light through specular material (chrome) and DOF applied to it makes it is very noisy. Anyway to improve it? Denoiser is useless there because of its jumpy blotchy movement, especially for animations .
Would be nice to have temporal denoising like in Disney's approach https://youtu.be/cwFTwrJhJOc

I am not kidding you what took 5000 samples to finish as far as noise in octane 4 now takes 20000

Could you give me an example scene that takes that much longer to render than version 4? We will investigate. There shouldn't be a change in behaviour in adaptive sampling since version 4 since we haven't touched that area since version 4.

In general, there is a reduction in GPU usage when the number of active samples goes way down. As far as I know there is no way to improve that a lot without doing some kind of pre-processing on the CPU before sending the work to the GPU, because the CPU would be too slow to do that. In your specific case I'm wondering if the adaptive sample mask has already kicked in too aggressively, causing the reflective noise to not go away at all. So it could be a settings problem. To be sure I would need to see the noise channel or the scene.
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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby Elvissuperstar007 » Tue Oct 01, 2019 7:43 pm

Elvissuperstar007 Tue Oct 01, 2019 7:43 pm
finally make the multi texture normal, not like now
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Re: OctaneRender™ 2019.1.1 [current 2019.1.x]

Postby haze » Wed Oct 02, 2019 3:23 am

haze Wed Oct 02, 2019 3:23 am
funk wrote:There seems to be a difference with VDB volume rendering comparing 2018 and 2019. The "emulate old behavior" checkbox doesnt fix it

vdbvoxel_2018_vs_2019.png


Fixed for 2019.1.2, planned for this week, but now looking like early next week.
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