BUG: bump map plugged into bump pin is incorrectly affected by displacement autobump
When you have a bump plugged into the bump pin of a material, AND also have a vertex displacement map, turning on auto bump changes the strength of the bump map in the bump pin. This is incorrect.
1. Load the orbx and click the render target to start rendering
2. Double click the the mat1%default nodegraph. The vertex displacement node has autobump off and you can see the "bump pin" bump map looks correct over the displacement.
3. Enable auto bump.
The bump map now looks much stronger. This is incorrect. The look should hardly change.
The displacement map has no fine bump detail. You can confirm this by unplugging the multiply texture from the bump pin to see displacement on its own
OctaneRender™ 2020.1 RC2 [superseded by 2020.1 RC3]
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- Attachments
-
- displacement_auto_bump_with_bump_map_001.orbx
- (88.41 KiB) Downloaded 202 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"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
For Hosek-Wilkie & Nishita Daylight Environment, please give us an option to plug an image texture, etc. into the Ground Color node....
right now it only has Float Value for a single uniform RGB color.
Funding for this request was furnished by Hosek-Wilkie & Nishita, LLC.
right now it only has Float Value for a single uniform RGB color.
Funding for this request was furnished by Hosek-Wilkie & Nishita, LLC.
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
Let me investigate this a bit and get back to you again.funk wrote:I just want to be sure this doesn't get missed. I reported it in the RC1 thread, but it happens in RC2 as well:
viewtopic.php?p=378656#p378656 (has an orbx attached)
There seems to be a regression in 2020 which causes more noise in glass
Thank you for reporting.
This issue is fixed, will be in the next version.funk wrote:BUG: Changing IOR breaks displacement until render is restarted
1. Load the orbx and click the render target to start rendering
2. Select the "mat1%default" nodegraph
3. Change the glossy material's IOR from 1.5 to 1.55
Displacement is now rendering incorrectly.
BUG: Installer adds start menu shortcuts to daemons that don't exist
This is a small issue, but I'm mentioning it so it isn't forgotten.
Since the Slave installer is now separate, the standalone installer should be fixed so it doesnt add the daemon install/uninstall links in the start menu
This is a small issue, but I'm mentioning it so it isn't forgotten.
Since the Slave installer is now separate, the standalone installer should be fixed so it doesnt add the daemon install/uninstall links in the start menu
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"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
BUG: Diffuse material emission with a specular material layer not working as expected.
If you have a diffuse material with emission, adding a specular material layer (thin layer), stops the emission color from showing, even when the layer has opacity.
1. Load the ocs and right click > render the diffuse material
2. Unplug/plug in the specular layer a few times to see the difference
3. Plug the specular layer in, and set layer opacity to 0.
When the specular layer is disconnected, the material looks red from the emission.
When the specular layer is connect the material looks dark. I would just expect the material to look red, with a clearcoat on top.
If you drag the layer opacity from 1 to 0, I would expect more of the red to start showing up, instead the material is black.
NOTE: It works as expected using a universal material with built in coating.
EDIT: After playing around with this more, I found it works if you set the diffuse material transmission to white. You dont need to do this with the universal material + coating though, so I still think this may be a bug (especially with layer opacity set to 0).
If you have a diffuse material with emission, adding a specular material layer (thin layer), stops the emission color from showing, even when the layer has opacity.
1. Load the ocs and right click > render the diffuse material
2. Unplug/plug in the specular layer a few times to see the difference
3. Plug the specular layer in, and set layer opacity to 0.
When the specular layer is disconnected, the material looks red from the emission.
When the specular layer is connect the material looks dark. I would just expect the material to look red, with a clearcoat on top.
If you drag the layer opacity from 1 to 0, I would expect more of the red to start showing up, instead the material is black.
NOTE: It works as expected using a universal material with built in coating.
EDIT: After playing around with this more, I found it works if you set the diffuse material transmission to white. You dont need to do this with the universal material + coating though, so I still think this may be a bug (especially with layer opacity set to 0).
- Attachments
-
- emission_spec_layer.ocs
- (37.79 KiB) Downloaded 197 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"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
Hey Otoy team -
With Groom Hair, is there a way that an import setting could be added to adjust the default hair strand length?
We have width, would be awesome if we could adjust length in the ABC settings!!!!
THX!
With Groom Hair, is there a way that an import setting could be added to adjust the default hair strand length?
We have width, would be awesome if we could adjust length in the ABC settings!!!!
THX!
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
- tobydalsgaard
- Posts: 17
- Joined: Mon May 15, 2017 2:00 pm
Bug:
Slave machine fails when Z-Depth is selected in render passes.
Tried a few different scenes, tried every sample mode and image format. Disabled all other passes one at a time. It was narrowed down to the Z-Depth causing the issue.
Not sure how to get a more elaborate view of what is failing on the slave, please let me know and I can provide that as well.
Slave machine fails when Z-Depth is selected in render passes.
Tried a few different scenes, tried every sample mode and image format. Disabled all other passes one at a time. It was narrowed down to the Z-Depth causing the issue.
Not sure how to get a more elaborate view of what is failing on the slave, please let me know and I can provide that as well.