OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]

Forums: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
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Re: OctaneRender™ 2020.1 XB1

Postby jayroth » Tue Dec 17, 2019 9:43 pm

jayroth Tue Dec 17, 2019 9:43 pm
karu wrote:The current experimental build contains support for exporting renders in "ACES Image Container File Layout" format, which is an uncompressed 16-bit EXR file in the ACES2065-1 color space with some additional metadata. There is currently no support for any other ACES color spaces such as ACEScg, or ACES textures, or ACES interactive preview. It is likely all of these will be made available as a result of further color management work coming in a future 2020.1 experimental build - watch this space.

This strikes me as odd, considering that ACEScg was designed specifically for computer rendered images, whereas all of the other specs were intended as a translation for live action footage. What drove that decision?
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Re: OctaneRender™ 2020.1 XB1

Postby karl » Tue Dec 17, 2019 11:01 pm

karl Tue Dec 17, 2019 11:01 pm
jayroth wrote:
karu wrote:The current experimental build contains support for exporting renders in "ACES Image Container File Layout" format, which is an uncompressed 16-bit EXR file in the ACES2065-1 color space with some additional metadata. There is currently no support for any other ACES color spaces such as ACEScg, or ACES textures, or ACES interactive preview. It is likely all of these will be made available as a result of further color management work coming in a future 2020.1 experimental build - watch this space.

This strikes me as odd, considering that ACEScg was designed specifically for computer rendered images, whereas all of the other specs were intended as a translation for live action footage. What drove that decision?


The ACES Image Container File Layout format is a standardized format (SMPTE ST 2065-4), and it requires ACES2065-1, which is nominally "the" ACES color space for storage and interchange (see https://acescentral.com/t/acescc-vs-acescct/485/6). We chose to implement the standardized format first. This format places specific restrictions on the data (e.g. must be 16-bit EXR) in addition to the color space, and also adds additional metadata so a file can specify that it conforms to the standard. That's why the current option in OctaneRender is simply called "EXR (ACES)" and doesn't give you any choice about color space, bit depth, compression etc.

It appears that the standardized format isn't actually used as widely as some alternatives such as using the ACEScg color space (if I wasn't very new to ACES myself, I might have known this at the time :)). We plan to support arbitrary color spaces (e.g. ACEScg) for all exports (e.g. 32-bit EXR) in the future (images exported in this way will not include the ACES metadata because they aren't "ACES files" as per SMPTE ST 2065-4).

My understanding is that ACEScg was designed to be used internally in RGB-based rendering/compositing to produce more reasonable results when multiplying RGB colors together. This is something OctaneRender doesn't do because it is a spectral renderer, but I can see that ACEScg export will be very useful for workflows that do this.
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Re: OctaneRender™ 2020.1 XB1

Postby jayroth » Tue Dec 17, 2019 11:47 pm

jayroth Tue Dec 17, 2019 11:47 pm
Thanks for the explanation, I appreciate it. Interesting bit about Octane being a spectral render, and this not necessarily benefitting from ACEScg due to its RGB-centric design intent.
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Re: OctaneRender™ 2020.1 XB1

Postby mojave » Wed Dec 18, 2019 12:14 am

mojave Wed Dec 18, 2019 12:14 am
funk wrote:I just posted this bug in the 2019.1.4 thread, but it also affects 2020.1 XB1

viewtopic.php?p=374501#p374501 (see post for OCS file)

Layered materials dont seem to work correctly if you have a layer, and the BASE MATERIAL pin comes from a MIX or COMPOSITE material

layered_material_bug.png



funk wrote:Plugging a noise texture into the dirt radius crashes Octane

dirt_radius_texture_crash.png



Hi,

These issues have both been fixed in version 2019 meaning this will be also available for 2020 in the next build.

viewtopic.php?f=24&t=73140&p=374593#p374593

viewtopic.php?p=373566#p373566
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Re: OctaneRender™ 2020.1 XB1

Postby wallace » Wed Dec 18, 2019 1:34 am

wallace Wed Dec 18, 2019 1:34 am
TRRazor wrote:There seems to be a problem with alpha-mapped objects casting shadows onto random walk sss-enabled geometry.
The shadow in this scene shouldn't be visible, since that part of the alpha map (read: the haircap) is transparent. Yet, it is casting a shadow.


Hi TRRazor,

Do you have a scene you can share for reproducing the problem?

Thanks.
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Re: OctaneRender™ 2020.1 XB1

Postby mojave » Wed Dec 18, 2019 2:06 am

mojave Wed Dec 18, 2019 2:06 am
Lewis wrote:Hi Again,

I think i found some bug in rendering material with RTX ON.

Here is the simple scene of armchair in simple room. Test with RTX OFF show All good, and with RTX ON my Velvet Fabric is rendered wrong (looks like inverted mix material or so?).
But what is weird here is that IF i put this Armchair outside of the room (just at plain sun) then it's rendering fine with RTX ON also, so it might be some weird combo with windows glass (Fake shadow) + RTX ON and some material settings.

I hope DEVs can find way to debug it properly form this scene, I simplified it as much as possible.

Thanks

attaching image and ORBX


Hi Lewis,

Thank you for reporting this. This will be fixed in the next release.
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Re: OctaneRender™ 2020.1 XB1

Postby funk » Wed Dec 18, 2019 3:39 am

funk Wed Dec 18, 2019 3:39 am
mojave wrote:
funk wrote:I just posted this bug in the 2019.1.4 thread, but it also affects 2020.1 XB1

viewtopic.php?p=374501#p374501 (see post for OCS file)

Layered materials dont seem to work correctly if you have a layer, and the BASE MATERIAL pin comes from a MIX or COMPOSITE material

layered_material_bug.png



funk wrote:Plugging a noise texture into the dirt radius crashes Octane

dirt_radius_texture_crash.png



Hi,

These issues have both been fixed in version 2019 meaning this will be also available for 2020 in the next build.

viewtopic.php?f=24&t=73140&p=374593#p374593

viewtopic.php?p=373566#p373566


Thanks mojave.

You actually quoted a dirt radius crash (which is new to 2020 since we cant use textures in earlier versions), but you have linked to another dirt bug which affected 2019.

I just want to be sure you are aware, and hope the dirt crash will be fixed in 2020.
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Re: OctaneRender™ 2020.1 XB1

Postby Lewis » Wed Dec 18, 2019 9:39 am

Lewis Wed Dec 18, 2019 9:39 am
mojave wrote:Hi Lewis,

Thank you for reporting this. This will be fixed in the next release.


Great to hear, I've run into few more of those with mix material/dirt node so they are probably all part of same issue, looking forward to next release thanks :).
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Re: OctaneRender™ 2020.1 XB1

Postby andrey.krivulya » Wed Dec 18, 2019 1:35 pm

andrey.krivulya Wed Dec 18, 2019 1:35 pm
Very strange result on this scene.

scene_for_rtx.jpg


scene_for_rtx_2.jpg


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Re: OctaneRender™ 2020.1 XB1

Postby beenout » Wed Dec 18, 2019 1:41 pm

beenout Wed Dec 18, 2019 1:41 pm
I have a RTX 2080 super and the Rtx acceleration is useless (same render time OFF/ON)

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