OctaneRender™ 2020.2 RC6

A forum where development builds are posted for testing by the community.
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.
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

I also have a concern about the default priority value. I'm thinking it makes more sense to default to 100 (or allow negative numbers)

Here is an example:

- If I create a room full of furniture, all materials have a priority of 0.
- If I then create a glass jug with liquid in it, I would set the glass to priority 1, so it has priority over the liquid which is set to 0
- If I then position this glass jug on a table (or on many pieces of furniture), any tiny intersection of the jugs mesh with the table mesh with cause the table mesh to be cut out.

To avoid this I would have to set all my furniture materials to priority = 100 manually.

If 100 was the default, I could avoid changing LOTS of materials, because the furniture would have a higher priority (100) than my glass (1) and liquid (0).

If we also allowed negative priorities, I could leave everything at 0, and just set my glass to -1, and liquid to -2

What do you guys think?
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
User avatar
wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

funk wrote: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 (?)
oct_2020_2_nested_dielectric_003.png
It seems like the thin wall material is doing some total internal reflection, causing the ray to bounce back upwards, this will be fixed in next version
User avatar
wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

funk wrote:I also have a concern about the default priority value. I'm thinking it makes more sense to default to 100 (or allow negative numbers)

Here is an example:

- If I create a room full of furniture, all materials have a priority of 0.
- If I then create a glass jug with liquid in it, I would set the glass to priority 1, so it has priority over the liquid which is set to 0
- If I then position this glass jug on a table (or on many pieces of furniture), any tiny intersection of the jugs mesh with the table mesh with cause the table mesh to be cut out.

To avoid this I would have to set all my furniture materials to priority = 100 manually.

If 100 was the default, I could avoid changing LOTS of materials, because the furniture would have a higher priority (100) than my glass (1) and liquid (0).

If we also allowed negative priorities, I could leave everything at 0, and just set my glass to -1, and liquid to -2

What do you guys think?
I agree, I will look into adding negative priorities into the mix.

Edit: I have added the negative range, it will go from [-100 to 100] - this will be in the next release.
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thank you roeland and wallace for responding to bugs and feedback
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
vijay
OctaneRender Team
Posts: 196
Joined: Sun Jul 24, 2016 8:42 pm

galleon27 wrote:]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.
autobump.png
no_autobump.png
autobump_002.png
Could you please send me the scene? I'll look into it.
linograndiotoy
OctaneRender Team
Posts: 1354
Joined: Thu Feb 01, 2018 7:10 pm

When using Peer to Peer (I have 2 2080 Ti cards), I can start the render correctly and everything is fine until I don't stop it. Trying to restart it produces the following log:
Error.PNG
This happens with any scene.
vijay
OctaneRender Team
Posts: 196
Joined: Sun Jul 24, 2016 8:42 pm

galleon27 wrote:]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.
autobump.png
no_autobump.png
autobump_002.png
Thanks for the test scene. This is now fixed. The next build will include the fix.

Thanks
User avatar
mojave
OctaneRender Team
Posts: 1338
Joined: Sun Feb 08, 2015 10:35 pm

linograndiotoy wrote:When using Peer to Peer (I have 2 2080 Ti cards), I can start the render correctly and everything is fine until I don't stop it. Trying to restart it produces the following log:
Error.PNG
This happens with any scene.
Thank you for reporting this Lino, will look into it.
linograndiotoy
OctaneRender Team
Posts: 1354
Joined: Thu Feb 01, 2018 7:10 pm

mojave wrote:
linograndiotoy wrote:When using Peer to Peer (I have 2 2080 Ti cards), I can start the render correctly and everything is fine until I don't stop it. Trying to restart it produces the following log:
Error.PNG
This happens with any scene.
Thank you for reporting this Lino, will look into it.
Thanks!
linograndiotoy
OctaneRender Team
Posts: 1354
Joined: Thu Feb 01, 2018 7:10 pm

Hi,
It looks like we may have a problem wit objects whose normals have been edited.
Load the scene and rotate the view. You'll notice the shading will not be constant as defined by the normal editing.
This happens in previous versions as well.
I've used the Toon Material so to make the fact more evident.

Normal_Issue_03.PNG
Normal_Issue_02.PNG
Normal_Issue_01.PNG
Normal_Issue.orbx
(345.2 KiB) Downloaded 201 times
Post Reply

Return to “Development Build Releases”