OctaneRender™ 2020.1 XB2 [superseded by 2020.1 XB3]

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wallace
OctaneRender Team
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Joined: Sun Dec 18, 2016 10:38 pm

Notiusweb wrote: 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.
What I meant was that I could get the color back you want, but the material itself will never be physically correct for the use case you have mentioned, because the BRDF is inherently not made for triangles/cubes/spheres. What you had in XB1 had the correct color, yes, but because of the nature of this BRDF, there's no guarantee that the material will give you the result you want. Especially if we are talking about melanin/pheomelanin, these parameters are a inverse mapping of the reflectance data acquired for individual hair fibers, so using them on anything else will yield unexpected results.

Instead of using the hair BRDF for the cool factor in the wrong use case which would give unexpected reflectance/transmittance in all sorts of edge cases, I really recommend you to use what would provide better + expected result (universal material / layered material).
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funk
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Location: Australia

Can we see some examples of the new randomization pins on the hair material?

I was expecting random strands of hair to change color, but Im just getting a single random color on all strands.
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Notiusweb
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Joined: Mon Nov 10, 2014 4:51 am

wallace wrote:
Notiusweb wrote: 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.
What I meant was that I could get the color back you want, but the material itself will never be physically correct for the use case you have mentioned, because the BRDF is inherently not made for triangles/cubes/spheres. What you had in XB1 had the correct color, yes, but because of the nature of this BRDF, there's no guarantee that the material will give you the result you want. Especially if we are talking about melanin/pheomelanin, these parameters are a inverse mapping of the reflectance data acquired for individual hair fibers, so using them on anything else will yield unexpected results.

Instead of using the hair BRDF for the cool factor in the wrong use case which would give unexpected reflectance/transmittance in all sorts of edge cases, I really recommend you to use what would provide better + expected result (universal material / layered material).
AH! You are a GENIUS!
I took your idea, but instead merged the HAIR with Diffuse. The adjustable IOR helps a lot.
So now I can get the easy to assign color plus the curvy wavy shine the Hair shader somehow gives!

PS - leave everything alone and do not change at all.
Grein_02.png
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Rikk The Gaijin
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Location: Japan

mojave wrote:
Rikk The Gaijin wrote:The baking camera is still broken since 2019. Are gonna look into it?
I can reproduce an issue where the geometry goes missing when using the baking camera switching between render targets in this version, however this is not present in 2019. Could you please confirm this is what you report, whether you can reproduce it in 2019 and share a repro scene in that case?

Thank you.
I mean, the baking camera just outputs black, not matter what I do... :|
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Notiusweb
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VVG wrote:
VVG wrote: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
ok. i ask again

Vectron Volumes how it work in 2020.1?
Otoy, this does not appear to be ready yet, like Anime Kernel, right?
Because there is no way to combine 2 Geometries- Volume SDF + Vectron in node setup.
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Notiusweb
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Bug I came across-
attaching a Geometry Group node to a Geometry Union node crashes XB2
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VIDEO4
Licensed Customer
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Joined: Mon Jan 15, 2018 11:21 am

Noob question here. Where can I download the Cinema 4D version of Octane 2020? When I use the installer the I only get the Standalone version on my PC.
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mojave
OctaneRender Team
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Joined: Sun Feb 08, 2015 10:35 pm

Rikk The Gaijin wrote:
mojave wrote:
Rikk The Gaijin wrote:The baking camera is still broken since 2019. Are gonna look into it?
I can reproduce an issue where the geometry goes missing when using the baking camera switching between render targets in this version, however this is not present in 2019. Could you please confirm this is what you report, whether you can reproduce it in 2019 and share a repro scene in that case?

Thank you.
I mean, the baking camera just outputs black, not matter what I do... :|
I assume this is using the standalone build this thread is about right? Could you send me a PM with a simple scene to reproduce the issue? Also screenshots of your device manager and network render settings along with OS and driver versions?

Thank you.
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

mojave wrote: I assume this is using the standalone build this thread is about right? Could you send me a PM with a simple scene to reproduce the issue? Also screenshots of your device manager and network render settings along with OS and driver versions?

Thank you.
I'll make one asap. I was trying to bake the ambient occlusion pass and the output was just black.
VVG
Licensed Customer
Posts: 301
Joined: Sat May 07, 2016 2:34 pm

VIDEO4 wrote:Noob question here. Where can I download the Cinema 4D version of Octane 2020? When I use the installer the I only get the Standalone version on my PC.
good morning

viewtopic.php?f=85&t=73597
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