OctaneRender™ 2020.2 RC7 [obsolete]

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BrianHanke
Licensed Customer
Posts: 10
Joined: Thu Jul 26, 2018 1:30 pm

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
Attachments
light.zip
(678 KiB) Downloaded 217 times
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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.
2020.2 RC4 contains a fix that should have improved things in that area. Do you still see problems with this version?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
vijay
OctaneRender Team
Posts: 196
Joined: Sun Jul 24, 2016 8:42 pm

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.
Could you please send me the scene for testing? Thanks.
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Daniel_Ward
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Location: Christchurch, New Zealand
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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.
+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
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PolderAnimation
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Posts: 373
Joined: Mon Oct 10, 2011 10:23 am
Location: Netherlands
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vijay_thirukonda wrote:
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.
Could you please send me the scene for testing? Thanks.
I will send you a pm with the file.
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

Was trying out Random Walk on a specular material. Seems like there are some smoothing problems when you got up close.
-
RWtest.jpg
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
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jobigoud
OctaneRender Team
Posts: 244
Joined: Sat Aug 15, 2015 1:28 pm

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.
Hi,
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
OctaneRender Team
Posts: 1350
Joined: Thu Feb 01, 2018 7:10 pm

Toon Material currently shows artifacts when Displacement is used:
DispToon.PNG
Disp_Toon.ocs
(78.34 KiB) Downloaded 207 times
Last edited by linograndiotoy on Mon Jan 25, 2021 9:56 pm, edited 1 time in total.
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galleon27
Licensed Customer
Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
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Cryptomatte renders incorrectly with environment medium.
Without Environment Medium
Without Environment Medium
With Environment Medium
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
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

Zay wrote:Was trying out Random Walk on a specular material. Seems like there are some smoothing problems when you got up close.
-
RWtest.jpg
Is it possible we could have the scene please? Thanks in advance.
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