aoktar wrote:
I don't have any manual yet. Not complicated to solve that for my opinion. There will be update on manual when stable version out. This is a preview version. Please read first post why I release it.
during setting up a project i find a strange behavoir with refractions:
rendered with oc 2020.1.5_R4
and rendered with
2020.2-RC5 (Preview release)
is that a known issue?
if you want i send you the projectfiles via PM
beside that: during the last 3 days oc2020.2-RC5 (Preview release) works very stable!
great job (as usual) ahmet! thanks a lot for the new version!
cheers
oli
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
during setting up a project i find a strange behavoir with refractions:
rendered with oc 2020.1.5_R4
oc_2020.1.png
and rendered with
2020.2-RC5 (Preview release)
oc_2020.2.png
is that a known issue?
if you want i send you the projectfiles via PM
beside that: during the last 3 days oc2020.2-RC5 (Preview release) works very stable!
great job (as usual) ahmet! thanks a lot for the new version!
cheers
oli
There seems to be some intersecting speculars there. Have you tried to disable the new <<nested dieletrics>> feature? Or pherheps play with material priorities?
hi kalua,
disabling "nested dielectics" works!
i doublechecked the geometry: no intersectictions or some other nasty stuff. i also played
with ray-epilon-value: no effect.i have to disable "nested dielectics" to get rid of this render-failure.
thanks!
Workstation: Win 10 PRO 64 bit, 3,4 GHZ ,6-cores, 64 GB RAM , 4x RTX 2080 Ti
1. RenderSlave: Win 10 Pro 64 bit , 3x GTX 980Ti
2. RenderSlave: Win 10 Pro 64 bit 2x GTX 980 Ti
useruser wrote:hi kalua,
disabling "nested dielectics" works!
i doublechecked the geometry: no intersectictions or some other nasty stuff. i also played
with ray-epilon-value: no effect.i have to disable "nested dielectics" to get rid of this render-failure.
thanks!
It is no render-failure: You must set priorities values to those materials, because you seem to have a specular shader intersecting another body with different shader. You will find the priority value in shader's common tab.
Cheers,
Is there any information on how to get the "old" tonemapped feature?
For example, right now I'm trying to render a z-depth pass with a VDB, in the old system when I changed the tonemap type to Tonemapped the VDBs would become visible in the zdepth pass. I can't seem to find a similar option in this pre-release.