Hello Otoy team,
Thank you for adding the Opacity Option for the Hair Material. It makes it a lot more useful.
The invisible geometry (Opacity 0) casting shadow on SSS material that I and others have reported is still there. Test scene - viewtopic.php?f=24&t=73537. Hope you can fix it.
Regards,
Rajib
OctaneRender™ 2020.1 XB2 [superseded by 2020.1 XB3]
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Hey, on this hair thing....
Otoy - You have to make it so we can use it. Because right now you have it that you need a magic mystery mesh which happens to have the right curvature somehow.
I mean, what happens if we actually have a square shaped hair with edges, then it won't work?
Come on...
And I'll take it one further with the curve thing, just what is the metric threshold by which the hair shader suddenly says:
1) "Okay, good - enough curves to work..."
vs
2) "Nope, not enough curves, so not going to work.
What is it...curves? Polys? Triangles?....size?....
I certainly have no idea...
What is it...
And look at this - I can have a curved capsule primitive with a hair opacity map and the problem is still there, like the box But then, in XB1, you could get the color even with a box...So what does that mean then... Look - Just make this work no matter what we throw at it...box, spline, whatever....otherwise it's potentially useless.
Otoy - You have to make it so we can use it. Because right now you have it that you need a magic mystery mesh which happens to have the right curvature somehow.
I mean, what happens if we actually have a square shaped hair with edges, then it won't work?
Come on...
And I'll take it one further with the curve thing, just what is the metric threshold by which the hair shader suddenly says:
1) "Okay, good - enough curves to work..."
vs
2) "Nope, not enough curves, so not going to work.
What is it...curves? Polys? Triangles?....size?....
I certainly have no idea...
What is it...
And look at this - I can have a curved capsule primitive with a hair opacity map and the problem is still there, like the box But then, in XB1, you could get the color even with a box...So what does that mean then... Look - Just make this work no matter what we throw at it...box, spline, whatever....otherwise it's potentially useless.
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 - give us a hair mode where we can use it for opacity based hair on a simple primitive mesh.
Because I say to you now - you had exactly this in XB1, as I showed, I could get the colored box.
It was just we didn't have (1) the ability to control reflection or (2) an opacity map.
Add a mode where we had what we had for color in XB1, but with the opacity and reflection control.
Because here's why -
Daz uses opacity based hairs
UE4 uses opacity based hairs
The way you have it the Hair material won't work for these avatars.
A lot of the times these are simple meshes so you can animate these figures more readily.
Use-wise, what you have going now is a Bust-hair, like some kind of specialized what I will call 'Arnold head' bust hair....
And that's great.
But I want 10 avatars in a pillow fight.
10.
I can't do that with bust spline hair, they will need simple mesh opacity based hair.
Include these avatars too in the wonders of your hair shader.
Primitive Mesh Color Mode

Because I say to you now - you had exactly this in XB1, as I showed, I could get the colored box.
It was just we didn't have (1) the ability to control reflection or (2) an opacity map.
Add a mode where we had what we had for color in XB1, but with the opacity and reflection control.
Because here's why -
Daz uses opacity based hairs
UE4 uses opacity based hairs
The way you have it the Hair material won't work for these avatars.
A lot of the times these are simple meshes so you can animate these figures more readily.
Use-wise, what you have going now is a Bust-hair, like some kind of specialized what I will call 'Arnold head' bust hair....
And that's great.
But I want 10 avatars in a pillow fight.
10.
I can't do that with bust spline hair, they will need simple mesh opacity based hair.
Include these avatars too in the wonders of your hair shader.
Primitive Mesh Color Mode

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
- ff7darkcloud
- Posts: 73
- Joined: Sun Mar 18, 2012 11:20 pm
- Location: Fairfax, VA, USA
With RTX on, when I cycle between my render targets or just loading different geometries a couple times, rendering fails and then Octane crashes. I will PM the scene.
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- linograndiotoy
- Posts: 1353
- Joined: Thu Feb 01, 2018 7:10 pm
Activating Autobump is crashing Octane ("2 GPUs (All Failed)") when RTX is on.
Scene attached.
(NVIDIA STUDIO DRIVER 441.66, double 2080 Ti+NVLink)
Scene attached.
(NVIDIA STUDIO DRIVER 441.66, double 2080 Ti+NVLink)
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
The baking camera is still broken since 2019. Are gonna look into it?
hi, dev
Vectron Volumes its something mystical?
how it works? give us example scene pls
1. viewtopic.php?p=373864#p373864
2. viewtopic.php?p=375169#p375169
3. viewtopic.php?p=370185#p370185
thanks
Vectron Volumes its something mystical?
how it works? give us example scene pls
1. viewtopic.php?p=373864#p373864
2. viewtopic.php?p=375169#p375169
3. viewtopic.php?p=370185#p370185
thanks
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
When 2x Upsampling is used, Imager sliders' effect gets laggy/choppy, whereas when no upscaling is active, slider response is smooth and 'realtime'.
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