Hi all, we've been exploring a potential bug with Spectron lights over on Discord. Attached is the original Houdini scene, an ORBX export and a clip showing the issue. Steps to reproduce:
1. Set the two mesh lights to 0 power and the two Spectron lights to 2 power.
2. Render resulting scene and save image.
3. Set the Spectron lights to 0 power and the mesh lights to 2 power.
4. Render again.
Result: The Spectron scene is slightly more saturated than the mesh light one.
Thanks!
Brian
OctaneRender™ 2020.2 RC7 [obsolete]
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.
- BrianHanke
- Posts: 10
- Joined: Thu Jul 26, 2018 1:30 pm
- Attachments
-
- light.zip
- (678 KiB) Downloaded 217 times
2020.2 RC4 contains a fix that should have improved things in that area. Do you still see problems with this version?SSmolak wrote:I don't know if this was reported but Octane engine has serious stability problem while using texture compression. Two guys on Octane Facebook page found it and described it. This was confirmed by other users too. Texture compression cause stability problems especially on bigger scenes.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Could you please send me the scene for testing? Thanks.PolderAnimation wrote:I also have a problem with unpremultiplied alpha with the denoised render. This problem is also in 2020.1.
This is the most noticeable with hair. I attached a screenshot. Left is not denoised (unpremultiplied) and right is denoised (also unpremultiplied). As you can see the right one is a bit brighter on the edges.
- Daniel_Ward
- Posts: 158
- Joined: Thu Apr 30, 2015 2:57 am
- Location: Christchurch, New Zealand
- Contact:
Hi Guys,
the issue of being able to generate octane scatters on imported meshes I identified 2/11/2020 in XB4 still appears to be an issue?
Quote; Jobigoud wrote - "Thanks, very useful. At the moment meshes with UVs outside the UV unit square aren't supported correctly. We'll be working on a fix for this."
Cheers, Dan.
the issue of being able to generate octane scatters on imported meshes I identified 2/11/2020 in XB4 still appears to be an issue?
Quote; Jobigoud wrote - "Thanks, very useful. At the moment meshes with UVs outside the UV unit square aren't supported correctly. We'll be working on a fix for this."
Cheers, Dan.
+MAP Architects, Christchurch - New Zealand
ArchiCAD 4.12 - ArchiCAD 24 || Octane for ArchiCAD
i7-7700K - Gigabyte Aorus Z270X Gaming 9 - 32Gb RAM - 3x Gigibyte GTX1070 G1 Gaming - Window 10 64Bit
ArchiCAD 4.12 - ArchiCAD 24 || Octane for ArchiCAD
i7-7700K - Gigabyte Aorus Z270X Gaming 9 - 32Gb RAM - 3x Gigibyte GTX1070 G1 Gaming - Window 10 64Bit
- PolderAnimation
- Posts: 373
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
- Contact:
I will send you a pm with the file.vijay_thirukonda wrote:Could you please send me the scene for testing? Thanks.PolderAnimation wrote:I also have a problem with unpremultiplied alpha with the denoised render. This problem is also in 2020.1.
This is the most noticeable with hair. I attached a screenshot. Left is not denoised (unpremultiplied) and right is denoised (also unpremultiplied). As you can see the right one is a bit brighter on the edges.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
Hi,Daniel_Ward wrote:Hi Guys,
the issue of being able to generate octane scatters on imported meshes I identified 2/11/2020 in XB4 still appears to be an issue?
Quote; Jobigoud wrote - "Thanks, very useful. At the moment meshes with UVs outside the UV unit square aren't supported correctly. We'll be working on a fix for this."
Cheers, Dan.
Because these tools work on the CPU they don't have access to the texturing pipeline of Octane.
We will have a fix for a subset of cases: when the mesh has UVs outside the unit square and the texture is mapped with a transform. This is only for the culling map, the source object selection map and the transforms maps and only when the input is an image texture. It will not be supported for the relative density map due to its different approach.
I'll try to document the limitations of the tool here:
Geometry
- Texture and Vertex displacement are ignored when computing the instance positions.
- Normal maps are ignored when computing the instance normal (only geometric and smooth normals are supported).
- If the input surface has a non-uniform scaling factor the distribution by area will have a bias.
- If the input surface has a skewing transform the instances placed on it will also be skewed and their normals will be wrong.
UV mapping
- UV mapping for culling and transform textures: the projection is fixed to Mesh UV, using the first UV set and the border mode is fixed to wrap around.
- UV transforms won't work with procedural textures as input.
- UDIM/Image tiles won't work.
- UV mapping for the relative density texture: the UV transform is not supported.
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
Toon Material currently shows artifacts when Displacement is used:
Last edited by linograndiotoy on Mon Jan 25, 2021 9:56 pm, edited 1 time in total.
Cryptomatte renders incorrectly with environment medium.
- Attachments
-
- cryptomatte_test.orbx
- (79.78 KiB) Downloaded 221 times
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D