Are you referring to the material ID info pass or is this something else?thanulee wrote:Heya, multi instances in c4d with random color on, change colors during network rendering. I post this here as well since Ahmet says network is not his area.
Cheers
OctaneRender™ 2020.1 [superseded by 2020.1.1]
Im referring to multi instances with random color. Its a mode in c4d that lets u render millions of instances without heavy viewport.
It also allows to use random color node to each instance. When using random color + network rendering, in some frames some instances change their color while they shouldnt. Eg. I have a forest and the trees keep changing colors.
Should i keep reporting c4d stuff here? thanks
It also allows to use random color node to each instance. When using random color + network rendering, in some frames some instances change their color while they shouldnt. Eg. I have a forest and the trees keep changing colors.
Should i keep reporting c4d stuff here? thanks
Batch render job node should be built into Octane standalone, right now is sort of a scripted graph, that stops working quite easily.
Almost every time the render hangs somewhere on the animation... sometimes doesn't even start at all.
If you use a batch render job from a scene made in a previous version of octane, it fails to save the frames.
If you happen to change the framerate, the batch nodes break and cease working...
Please fix this... I think it is far more important than Mandelbulb spectron stuff, etc...
Almost every time the render hangs somewhere on the animation... sometimes doesn't even start at all.
If you use a batch render job from a scene made in a previous version of octane, it fails to save the frames.
If you happen to change the framerate, the batch nodes break and cease working...
Please fix this... I think it is far more important than Mandelbulb spectron stuff, etc...
Hi, Lewis,Lewis wrote:Hi Devs/OTOY,
I have some problems with overlapping displacement materials when one material is transparent (water) then i get black edges around sections where they meet. On bigger scene my real shoot it's even worse and from distance i get thick 5-6 pixels black border around my coast line where gravel meets sea but even on close ups like here it's very noticeable and problematic as you can see from this screen grab and i simplified scene into ORBX so you can see for yourself.
Can you investigate and fix this ?
Thanks
I also find this problem happened, probably lucky to get through of it,
you may simply change the texture displacement node to vertex displacement for your water material, situation is much better (if you really enlarge enough there is still a pretty light yellow edge, yet not so noticeable already)
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Yes but vertex displacement is workaround and slower + requires lot of subdivisions (like 5-6 levels) = eats much more memory and as you noticed it is still visible problem but it's in different color i.e. not black but yellowjimho wrote:Hi, Lewis,Lewis wrote:Hi Devs/OTOY,
Thanks
I also find this problem happened, probably lucky to get through of it,
you may simply change the texture displacement node to vertex displacement for your water material, situation is much better (if you really enlarge enough there is still a pretty light yellow edge, yet not so noticeable already)

But in general I need Render displacements only in this case. My complete scene has 15 mil polys and billions of instances and i'm already using 3.5GB OOC VRAM (on my 2080tis) so i don't really want more OOC which slows down rendering even more

But I appreciate you took time to test/play with it

Thanks
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Thank you for reporting this. It was caused by the way we were handling the combination of a convex edge with the concave curvature. I have made some improvements to this, which will be included in the next update. As J.C noticed, if you can change the rounded edges mode to "Accurate convex only", then that circumvents the issue in the meantime.funk wrote:I'm getting some bad results from the rounded edges node (using accurate mode)
Here is an image comparing the results from Octane (Top Left), Modo (Bottom Left) and Vray Next (Bottom Right). Octane has artifacts, while the other 2 handle it fine.
Attached is the result of rendering your scene with the latest development build.
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- Secretwoodsrl
- Posts: 11
- Joined: Fri Feb 08, 2019 2:03 pm
Octane 2020 is a lot more stable than the previous 2019 build, thank you for your work!
I want to ask you if is possible to fix a "bug" that is still not fixed in the last builds. Is it possibile to have denoiser working on the shadow catcher material? As now it's a bit useless using denoiser in this case because it works on all the models but not on the shadow. I know that with render layers it's possible a workaround but it's not so easy or helpful.
I want to ask you if is possible to fix a "bug" that is still not fixed in the last builds. Is it possibile to have denoiser working on the shadow catcher material? As now it's a bit useless using denoiser in this case because it works on all the models but not on the shadow. I know that with render layers it's possible a workaround but it's not so easy or helpful.
2 UI pieces I would like to see, because I am lazy:
1) a Max Samples Control when the render viewport is enlarged, would like to increase/decrease samples without needing to shrink down maximized render size
2) a Text search filter for the Node Inspector Menu (on the right), right next to the words 'Node Inspector'. A text search filter field would be super convenient for when we have large scenes and don't feel like scrolling up and down looking for a node hidden behind another texture. Would be useful if we could apply, say "Normal", and see all the Normal nodes. Even if it makes Octane crash, just put it in there.
THX!
1) a Max Samples Control when the render viewport is enlarged, would like to increase/decrease samples without needing to shrink down maximized render size
2) a Text search filter for the Node Inspector Menu (on the right), right next to the words 'Node Inspector'. A text search filter field would be super convenient for when we have large scenes and don't feel like scrolling up and down looking for a node hidden behind another texture. Would be useful if we could apply, say "Normal", and see all the Normal nodes. Even if it makes Octane crash, just put it in there.
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
Hello
my render slaves 2020.1 are reporting to need CUDA10.0 in macosx ... Everywhere in your requirements is written MACOSX needs to run CUDA9.1
Please help, otherwise a lot of slaves where lost on my renderfarm ...
Kind regards for your help
Martin
my render slaves 2020.1 are reporting to need CUDA10.0 in macosx ... Everywhere in your requirements is written MACOSX needs to run CUDA9.1
Please help, otherwise a lot of slaves where lost on my renderfarm ...
Kind regards for your help
Martin