There is error while using device peers and viewer or renderer is restarted :
First time I saw this in C4D plugin but this is related to Standalone too.
OctaneRender™ 2020.2 RC6
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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.
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BUG(?): Items behind glass with "fake shadows" render darker in 2020
I noticed that objects behind glass with "fake shadows" are rendering darker than 2019.1.5.
I created a sample scene where the glass object is hidden to camera, so we can see the sphere inside it clearer.
I checked the scene in 2020.2 and "nested dielectrics" is disabled, so I assume the render should match 2019.
I noticed that objects behind glass with "fake shadows" are rendering darker than 2019.1.5.
I created a sample scene where the glass object is hidden to camera, so we can see the sphere inside it clearer.
I checked the scene in 2020.2 and "nested dielectrics" is disabled, so I assume the render should match 2019.
- Attachments
-
- oct_2020_2_fake_shadow_darker_2019.orbx
- (593.52 KiB) Downloaded 188 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
funk wrote:BUG(?): Items behind glass with "fake shadows" render darker in 2020
I noticed that objects behind glass with "fake shadows" are rendering darker than 2019.1.5.
I created a sample scene where the glass object is hidden to camera, so we can see the sphere inside it clearer.
I checked the scene in 2020.2 and "nested dielectrics" is disabled, so I assume the render should match 2019.
Yes, it seems this is too dark, we'll investigate it.
BUG(?): Nested dielectric priority and dispersion creates dark outline
I was playing around with a glass sphere that has dispersion, and inside it I have a plastic (glossy) teapot on a floor.
If I set the priority of the glossy material to 1, I get this strange dark outline on the teapot. I assume this is a bug related to fresnel?
1. Load the orbx and select the render item to render
2. Select the mat_01 nodegraph and change the glossy material priority to 1 (you'll see the dark outline)
3. If you select the glass material and increase dispersion, the outline gets "thicker"
P.S. It would be great if you guys could look into better ways to clean up the hot pixels generated by dispersion in these circumstances too.
I was playing around with a glass sphere that has dispersion, and inside it I have a plastic (glossy) teapot on a floor.
If I set the priority of the glossy material to 1, I get this strange dark outline on the teapot. I assume this is a bug related to fresnel?
1. Load the orbx and select the render item to render
2. Select the mat_01 nodegraph and change the glossy material priority to 1 (you'll see the dark outline)
3. If you select the glass material and increase dispersion, the outline gets "thicker"
P.S. It would be great if you guys could look into better ways to clean up the hot pixels generated by dispersion in these circumstances too.
- Attachments
-
- oct_2020_2_nested_dielectric_001.orbx
- (459.52 KiB) Downloaded 204 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
EDIT: You can ignore this post. After reading through the older release notes, I see this changed in RC5 so higher numbers now mean higher priority
viewtopic.php?f=33&t=76517
Original post below:
I'm confused about the nested dielectric priority docs in the 2020.2 XB1 thread
viewtopic.php?f=15&t=75728
It states:
The LOWER number suggests a HIGHER priority for the surface material, and a higher priority is preferred over a lower priority if a ray enters a higher priority surface and then intersects a lower priority surface while inside the higher priority surface medium.
It also contains an image example where red has a "higher" priority (which means lower value), yet I can only match the result by doing the reverse.
So it looks like a HIGHER value now translates to a HIGHER priority. Is that right? Are the docs wrong?
P.S. I was looking at the Arnold docs on nested dielectrics, and they decided to go with higher number = higher priority because it was less confusing.
https://docs.arnoldrenderer.com/display ... ielectrics
Quote from their docs:
viewtopic.php?f=33&t=76517
Other changes:
- Nested dielectics priority goes from 0 to 100 where higher values mean higher priority.
Original post below:
I'm confused about the nested dielectric priority docs in the 2020.2 XB1 thread
viewtopic.php?f=15&t=75728
It states:
The LOWER number suggests a HIGHER priority for the surface material, and a higher priority is preferred over a lower priority if a ray enters a higher priority surface and then intersects a lower priority surface while inside the higher priority surface medium.
It also contains an image example where red has a "higher" priority (which means lower value), yet I can only match the result by doing the reverse.
So it looks like a HIGHER value now translates to a HIGHER priority. Is that right? Are the docs wrong?
P.S. I was looking at the Arnold docs on nested dielectrics, and they decided to go with higher number = higher priority because it was less confusing.
https://docs.arnoldrenderer.com/display ... ielectrics
Quote from their docs:
Some other renderers have a lower number mean an effectively higher priority. We think this is unnecessarily confusing, so instead higher number corresponds to a higher priority, which overrides the lower number.
- Attachments
-
- oct_2020_2_nested_dielectric_002.ocs
- (81.54 KiB) Downloaded 212 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
The black halo is definitely unexpected, we will have a look.funk wrote:BUG(?): Nested dielectric priority and dispersion creates dark outline
I was playing around with a glass sphere that has dispersion, and inside it I have a plastic (glossy) teapot on a floor.
If I set the priority of the glossy material to 1, I get this strange dark outline on the teapot. I assume this is a bug related to fresnel?
1. Load the orbx and select the render item to render
2. Select the mat_01 nodegraph and change the glossy material priority to 1 (you'll see the dark outline)
3. If you select the glass material and increase dispersion, the outline gets "thicker"
P.S. It would be great if you guys could look into better ways to clean up the hot pixels generated by dispersion in these circumstances too.
To get shadows within or behind glass, especially from small sources like the Sun you’ll have to either use fake shadows on the glass material, or use a large value for Caustic blur in the kernel settings.
OK it turns out that this feature doesn't work reliably in Octane, it will be fixed in the next release.Silverwing wrote:Hi there everyone.
I am getting artefacts in the Dirt node dependend on the UV map I am using.
Maybe that´s a C4D Bug since I can´t reproduce it with the Standalone.
Just a guess that this is due to the recent reworking of making Dirt work with RTX.
I made a video of the scene and also exported a ORBx that I will attach.
Watch the video for more details.
Thank you for looking into it!
Raphael
]There is something wrong with Vertex Displacement and autobump. It works on some models and not on others. In the first attached image you can see the problem. It doesn't work on the head but it works just fine on a plane. You can see the same thing on the third image, works on the left model but not the right one. They don't have the same uvs but that doesn't really matter. They were both exported the same way from ZBrush. Thought something was wrong with the model but i tested it in Arnold and Redshift and it works just fine there.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
BUG(?): Nested dielectric artifacts?
I'm getting some artifacts using nested dielectric priority. In this scene, my liquid has a priority of 1, which my bubbles (thin walled) have a priority of 0, so their bottom half (the part in the liquid) is "booleaned" out and cant be seen.
The problem is that depending on the angle, it seems the intersection shows through to the environment (?)
I'm getting some artifacts using nested dielectric priority. In this scene, my liquid has a priority of 1, which my bubbles (thin walled) have a priority of 0, so their bottom half (the part in the liquid) is "booleaned" out and cant be seen.
The problem is that depending on the angle, it seems the intersection shows through to the environment (?)
- Attachments
-
- oct_2020_2_nested_dielectric_003.orbx
- (365.06 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