Hi,
Plugins are currently being actively updated to the Octane core matching this version of standalone.
Take into account Octane 2020.2 has introduced a considerable number of new features which implementation depends on each DCC application and plugins are required to adapt accordingly.
Individual plugin updates will be posted as soon as they become available in their respective section of the forums.
Thank you for your patience.
OctaneRender™ 2020.2 RC4
Forum rules
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.
- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
- Contact:
Hi Guys,
Thanks for that update I have some question about the composite tools:
Fisrt I'm trying to get composed the light passes so I can change color and scale the power everything works great but all the render I can get the denoised output which loose completely the idea of optmisation when we use Spectral Ai Denoiser a lot on our production workflow.
Our turn around is usually we create multiple render targets and on the kernel "light" section we activate the lights we want so this way we get all passes denoised with Spectral Ai Denoiser and we are doing a composite at AE and is already our workflow, works great.
Here my questions:
1.Can we use compisite to compose different render targets as one result?
2.How to get then the light passes denoised with Spectral Ai Denoiser?
Since we render separate those multiple render target with Spectral Ai Denoiser shoud we support the new composite between render targets or maybe just have denoised light passes??
Best,
JO
Thanks for that update I have some question about the composite tools:
Fisrt I'm trying to get composed the light passes so I can change color and scale the power everything works great but all the render I can get the denoised output which loose completely the idea of optmisation when we use Spectral Ai Denoiser a lot on our production workflow.
Our turn around is usually we create multiple render targets and on the kernel "light" section we activate the lights we want so this way we get all passes denoised with Spectral Ai Denoiser and we are doing a composite at AE and is already our workflow, works great.
Here my questions:
1.Can we use compisite to compose different render targets as one result?
2.How to get then the light passes denoised with Spectral Ai Denoiser?
Since we render separate those multiple render target with Spectral Ai Denoiser shoud we support the new composite between render targets or maybe just have denoised light passes??
Best,
JO
Octane Render for Maya.
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BUG: Greyscale vertex attribute controlling a gradient with constant interpolation is wrong in 2020.2
I have a simple scene here which uses a greyscale vertex attribute to control a gradient with constant interpolation.
In 2020.1.5 this gives me 2 different colored cubes. In 2020.2 RC4, this breaks and both cubes have the same color (not quite, the second cube has some artifacts in the color)
I have a simple scene here which uses a greyscale vertex attribute to control a gradient with constant interpolation.
In 2020.1.5 this gives me 2 different colored cubes. In 2020.2 RC4, this breaks and both cubes have the same color (not quite, the second cube has some artifacts in the color)
- Attachments
-
- wrong_vertex_attr_result.orbx
- (80.4 KiB) Downloaded 294 times
Last edited by funk on Sun Dec 13, 2020 4:11 pm, edited 1 time in total.
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: "Saturate to white" is broken in composite AOVs
If you use the imager > saturate to white feature, it doesnt work in the composite
1. Load the scene and select the rendertarget to render
2. Swap between the "main" and "comp1" passes
These should look identical, but dont.
If you use the imager > saturate to white feature, it doesnt work in the composite
1. Load the scene and select the rendertarget to render
2. Swap between the "main" and "comp1" passes
These should look identical, but dont.
- Attachments
-
- saturate_to_white_broken_in_comp.ocs
- (87.11 KiB) Downloaded 210 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
BUG: Universal Material dielectric 1/IOR map doesnt work if dielectric IOR = 1
1. Load scene and right click Universal Material > render
RESULT: The material renders black. It should be a green metal
WORKAROUND: Set Dielectric IOR to 1.01 (anything above 1) to see the green metal
The "dielectric 1/IOR map" should always override the "dielectric IOR" pin (as stated in the tooltip)
I think this may have something to do with the glossy material, where IOR = 1 is a special case (100% reflective). There is no special case in the Universal material though.
1. Load scene and right click Universal Material > render
RESULT: The material renders black. It should be a green metal
WORKAROUND: Set Dielectric IOR to 1.01 (anything above 1) to see the green metal
The "dielectric 1/IOR map" should always override the "dielectric IOR" pin (as stated in the tooltip)
I think this may have something to do with the glossy material, where IOR = 1 is a special case (100% reflective). There is no special case in the Universal material though.
- Attachments
-
- universal_ior_map_bug.ocs
- (38.1 KiB) Downloaded 307 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
Thanks, this will be fixed in next revision.funk wrote:BUG: Universal Material dielectric 1/IOR map doesnt work if dielectric IOR = 1
1. Load scene and right click Universal Material > render
RESULT: The material renders black. It should be a green metal
WORKAROUND: Set Dielectric IOR to 1.01 (anything above 1) to see the green metal
The "dielectric 1/IOR map" should always override the "dielectric IOR" pin (as stated in the tooltip)
I think this may have something to do with the glossy material, where IOR = 1 is a special case (100% reflective). There is no special case in the Universal material though.
I was testing denoising as it doesn't work in the Blender plugin, so I loaded an old scene with the Disney cloud that also had the volume denoise setup and turned on. When I tried to render I got this error...
So I restarted Octane and turned RTX off and got this error...
Code: Select all
Started logging on 13.12.20 20:59:07
OctaneRender Studio 2020.2 XB5 (10020400)
device 0: invalid memory pointers passed
denoiserThread0 : Initialization failed. Restart required
Code: Select all
Started logging on 13.12.20 21:10:13
OctaneRender Studio 2020.2 XB5 (10020400)
device 0: invalid memory pointers passed
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