strange behaviour

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
crackfox
Licensed Customer
Posts: 367
Joined: Sun Apr 17, 2016 11:52 am

hi,

i fired up the latest build and its really fast so i am again trying porting some scenes.
however, i seem to have stumbled upon some issues. rather than rant post facto, here is the problem:

1. this is the current scene as is. i placed a plane behind the ships to try and get some haze in the bg. the plane is around 800 units. it is turned off but selected so you can see the material.

2. i turn on the plane and its extremely emissive by itself

3. i reset the scale of the plane and it disappears.


4. with world fog at a very low settings i cant get rid of the fireflies.

question:
- how can i get denoiser in the viewport?
- for fog, with the plane technique, or box, does the object need to be perfectly perpendicular to the camera?
- any way to convert materials from cycles? the 2018 addon is not working on my end.

edit:

i added the 5 and 6 images. my attempts to create fog remain a failure.

the plane has the material i compared to linos post of 2.may.

the object behind the plane is black. objects infront unaffected as is the background.

this is the kind of stuff that makes me want to blow my brains out.
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crackfox
Licensed Customer
Posts: 367
Joined: Sun Apr 17, 2016 11:52 am

im really struggling.

first off, the viewport updates are iffy. the plane object, when turnned off, stays in the scene if i dont restart the render.

image - 7

i bumped up the ambient light but the plane is opaque. even recieves shadowing from the ship on the left - as seen in image -8

if i lower the density, instead of getting lighter, more transparent- the plane actually gets darker.
these are the problems i have been struggling in general for a while and ultimately i have to jump to alternative render.

image 9 shows density at 0.01 but is actually darker than at 0.1 density.
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crackfox
Licensed Customer
Posts: 367
Joined: Sun Apr 17, 2016 11:52 am

another update.

i imported linos box from the may thread.
trying to scale it to my scene size makes the fog super thick.
i am trying to lower the density but it comes out black and then if i play with scatterin there is a hard cutoff point.

i dont get this at all.
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grimm
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Location: Spokane, Washington, USA

Yeah, I suspect that it's broken. My only suggestion is to increase the size of the box until is encompases the entire scene, including the camera and then try to adjust the fog from there.

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
crackfox
Licensed Customer
Posts: 367
Joined: Sun Apr 17, 2016 11:52 am

hi grimm,

i appreciate the reply. thanks for looking through my posts.

honestly issues like these drive me up the wall and are the reason i gravitate away from octane.
im really trying not to be negative here , but i dont think its alright, after all these years, to have issues like these.
the worst thing is, and this happens every time, i keep fiddling with the values not being sure if its me or the software going crazy.
last time i spent the whole weekend messing with it, unsuccessfully, time i should be investing into other stuff. but enough crying.

in the end, i actually went and made a simple vdb volume and imported it. not sure why this isnt implemented as a volumetric primitive, or atleast recommended more often as a fix, instead of the plane/box workaround. now, with a proper volume box i dont need to worry where my camera is relative to the fake volume box. that alone is a big improvement.

scattering still acts strange though.
i work at the lowest density of 0.001. anything below it and the fog is completely gone.
however even at that value, there is too much of the fog, since i just want a bit of haze.
i thought to bring it down further by darkening the scatter slot but everything below pure white and the fog is again, gone.

this for me confirms there is an issue here somewhere but i´ve no idea.

im using path tracing, the screencaps of the latest problem are attached.
the fog is scaled around 5 units, so its not some crazy scaling.
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even a slight change in the scatter colour and the fog is completely gone.
even a slight change in the scatter colour and the fog is completely gone.
fog value 1 scatter, too still to thick
fog value 1 scatter, too still to thick
linograndiotoy
OctaneRender Team
Posts: 1355
Joined: Thu Feb 01, 2018 7:10 pm

Would it be possible to take a look at your scene? Just replace the ships with simple geometry and the sea with a simple plane, so to have the same scale/proportions/distances among meshes. Thanks!

I don't think the plane trick works anymore by the way. Using an object with depth is needed.
J.C
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Location: Wrocław

linograndiotoy wrote:
I don't think the plane trick works anymore by the way. Using an object with depth is needed.
This method still works, but there is an issue with the material in Blender Octane plugin. Every time the render starts the fog material renders as solid. Dialing any of the material parameters back and forth brings back proper material rendering.
In standalone it renders ok.
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material fog issue.mp4
(30.43 MiB) Downloaded 2896 times
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crackfox
Licensed Customer
Posts: 367
Joined: Sun Apr 17, 2016 11:52 am

hi lino,

i have attached the file without the assets, sea is procedural anyway.
strangely, the scene has changed since i last worked on it. maybe mistakenly switching to cycles and back messed something up.
not sure if anything can be gleamed from it...

the second issue i am having, again with the volumes, is with vdb files.
i am trying to get nice white thick cumulus clouds. the main problem is that the thicker they are, the darker they get, especially in the occluded/shadowed area.
i have some test screenshots but really have to get onto other things.
also the amount of samples clean clouds up is crazy.


for comparison, i uploaded the wip file from cycles. its much easier to work with, again though, the quality in octane is much better but i cant quite put it into words.

also, any chance i can actually get denoiser in viewport?
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octane after 18min
octane after 18min
cycles
cycles
Sea_comp_Lino_Octane.blend
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linograndiotoy
OctaneRender Team
Posts: 1355
Joined: Thu Feb 01, 2018 7:10 pm

I'll take a look as soon as possible.
What do you mean by "getting the denoiser in viewport"? That's possible already. You need to select the Denoiser Beauty pass as Preview Pass.
Or do you mean something different?
Also, is that the Disney cloud in background?
linograndiotoy
OctaneRender Team
Posts: 1355
Joined: Thu Feb 01, 2018 7:10 pm

It works pretty good if you adjust the Vol Step Length to a proper value, considering the size of the scene:
Box_Fog.PNG
You can move, rotate and scale the box fog and change the density/scatter values to get the result you need.
I hope this helps.

About the clouds I'm sure you can get the result you need playing with the Volume Medium settings, but of course it all depends on the size of the VDB in the scene.
Sea_comp_Lino_Octane_02.blend
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