Octane does not render correctly
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- JoshNorman
- Posts: 7
- Joined: Fri Aug 31, 2018 12:09 am
Is there some sort of work around to get an object to receive bounce lights and correct shadows? I have 2 separate scenes with 2 separate rendering issues. Why is info on how to fix this, not anywhere? I have been looking for days, posted to Polycount, even directly emails Otoy! No responses. Can anyone answer why these issues are happening?

Hi,
unfortunately the links/images you have shared are not available, so it is difficult to say: Please, use the Upload attachment button in your replay, to load the images, thanks: ciao Beppe
unfortunately the links/images you have shared are not available, so it is difficult to say: Please, use the Upload attachment button in your replay, to load the images, thanks: ciao Beppe
- JoshNorman
- Posts: 7
- Joined: Fri Aug 31, 2018 12:09 am
Hi,
this is a common issue with HDRI lighting, please, have a look at this video:
https://youtu.be/_olHJZ3BV_A
ciao Beppe
this is a common issue with HDRI lighting, please, have a look at this video:
https://youtu.be/_olHJZ3BV_A
ciao Beppe
- JoshNorman
- Posts: 7
- Joined: Fri Aug 31, 2018 12:09 am
This is not an HDRI problem because the exact same HDRI map is being used for both images.
I have already checked map settings, I've included the scene below
I have already checked map settings, I've included the scene below
- Attachments
-
- In Progress.ocs
- scene
- (97.42 KiB) Downloaded 187 times
Please, save the scene as package, to create an .orbx file with all the scene’s assets.
The .ocs file is only an xml of the scene, without assets, so it is not useful to be shared.
ciao Beppe
The .ocs file is only an xml of the scene, without assets, so it is not useful to be shared.
ciao Beppe
- JoshNorman
- Posts: 7
- Joined: Fri Aug 31, 2018 12:09 am
attached is the orbx regards
- Attachments
-
- file.orbx
- (15.48 MiB) Downloaded 215 times
Hi,
thanks for sharing the scene.
As suspected, the chosen HDRI does not have enough f-stops to be able to have nice shadows.
You can check this by increasing the Gamma at 2.2. the shadows are visible, but the colors are off: Here is what happen if you change the sun like in the video linked above, with +15 correction for the sun: Here is the modified HDRI, saved in exr: If you use yit to our original HDRI in the Visible pin only, you are not lighting the scene with the HDRI, but it is only displayed in background, or considered in reflections/refractions.
Happy GPU Rendering,
ciao Beppe
thanks for sharing the scene.
As suspected, the chosen HDRI does not have enough f-stops to be able to have nice shadows.
You can check this by increasing the Gamma at 2.2. the shadows are visible, but the colors are off: Here is what happen if you change the sun like in the video linked above, with +15 correction for the sun: Here is the modified HDRI, saved in exr: If you use yit to our original HDRI in the Visible pin only, you are not lighting the scene with the HDRI, but it is only displayed in background, or considered in reflections/refractions.
Happy GPU Rendering,
ciao Beppe
- JoshNorman
- Posts: 7
- Joined: Fri Aug 31, 2018 12:09 am
Hi JoshNorman,
I'm not quite sure how you got the 2 screenshots you posted. You state both are Path Tracing renders, and mention the visible environment being used in the second image (although its not plugged in), but I can't figure out how you've set it up.
I tried a few tests, and as far as I can tell, your second image just seems to be using "direct lighting", not path tracing.
First off, the 2 screenshots have completely different environment image rotations, which will lead to different shadows, so I rotated the environment image to match your second screenshot (with darker shadows)
Here are my results.
With your Path tracing settings, I obviously couldn't match the look of your second image:
I can get a closer match to your second image by setting the kernel to direct lighting:
I can also get something similar with path tracing if I set diffuse depth to 2, although the shadows aren't as dark. There isn't much point using path tracing this way though:
I'm not quite sure how you got the 2 screenshots you posted. You state both are Path Tracing renders, and mention the visible environment being used in the second image (although its not plugged in), but I can't figure out how you've set it up.
I tried a few tests, and as far as I can tell, your second image just seems to be using "direct lighting", not path tracing.
First off, the 2 screenshots have completely different environment image rotations, which will lead to different shadows, so I rotated the environment image to match your second screenshot (with darker shadows)
Here are my results.
With your Path tracing settings, I obviously couldn't match the look of your second image:
I can get a closer match to your second image by setting the kernel to direct lighting:
I can also get something similar with path tracing if I set diffuse depth to 2, although the shadows aren't as dark. There isn't much point using path tracing this way though:
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"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