OctaneRender™ 2020.2 RC7 [obsolete]

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
wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

linograndiotoy wrote:Toon Material current shows artifacts when Displacement is used:
DispToon.PNG
Disp_Toon.ocs
Thanks for the report, this is fixed and will be in the next release.
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

galleon27 wrote:Cryptomatte renders incorrectly with environment medium.
002.png
001.png
Hi,

If using any scattering medium or volume (including environment medium), the occlusion due to scattering will show up in a separate matte, with name "Volume occlusion" (this is hash adff935c).

If you look at this matte, you should see it become more thick as the depth through the medium increases.
User avatar
galleon27
Licensed Customer
Posts: 292
Joined: Wed Jul 15, 2015 11:55 am
Location: Serbia
Contact:

roeland wrote:
galleon27 wrote:Cryptomatte renders incorrectly with environment medium.
002.png
001.png
Hi,

If using any scattering medium or volume (including environment medium), the occlusion due to scattering will show up in a separate matte, with name "Volume occlusion" (this is hash adff935c).

If you look at this matte, you should see it become more thick as the depth through the medium increases.
Thanks for the info. Some misconception on my part about how cryptomatte is supposed to work with volumes lead to me thinking it's a bug. Works fine.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
linograndiotoy
OctaneRender Team
Posts: 1351
Joined: Thu Feb 01, 2018 7:10 pm

wallace wrote:
linograndiotoy wrote:Toon Material current shows artifacts when Displacement is used:
DispToon.PNG
Disp_Toon.ocs
Thanks for the report, this is fixed and will be in the next release.
Awesome, thanks!
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

When adding a bumpmap to this mesh, the geometry lines becomes visible.
I have a test scene if anyone wants it.
-
test.JPG
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

I noticed that in all the latest versions since maybe v4
2 big issues:

-The transform gizmo is many times not coincident with the object's real pivot, and this is a real pain!
-The material picker and geometry picker don't pick the closest geometry in many cases, sometimes times it is the 2nd or 3rd object, where it should be the first.

Do other users experience the same problems?

Thanks
Kind regards
Filipe
Goro
Licensed Customer
Posts: 4
Joined: Wed Aug 23, 2017 6:06 pm

I have had trouble making vertex opacity work.
I read that in RC6 there was support for rgb and rgba. Vertex Color has been working for me for a while now except opacity.
Attaching a file with some test geometry. The image below is what I'm expecting to see (the screenshot is from MAYA)
tube_rgba.PNG
However when I import the alembic files in Octane the opacity does not behave properly.
The left tubes are exported with "rgba" the tubes on the right are exported with separated alpha "rgb" and "opacity"
While the color information works I cannot seem to get the opacity to work.
Attachments
opacity_test.orbx
(215.54 KiB) Downloaded 193 times
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Goro wrote:I have had trouble making vertex opacity work.
I read that in RC6 there was support for rgb and rgba. Vertex Color has been working for me for a while now except opacity.
Attaching a file with some test geometry. The image below is what I'm expecting to see (the screenshot is from MAYA)
tube_rgba.PNG
However when I import the alembic files in Octane the opacity does not behave properly.
The left tubes are exported with "rgba" the tubes on the right are exported with separated alpha "rgb" and "opacity"
While the color information works I cannot seem to get the opacity to work.
This is a limitation, because textures can only produce a spectrum, an RGB color or a greyscale value the alpha component of RGBA attributes will be ignored. If you need it it needs to be exported as a separate greyscale/float attribute.

Apologies for not mentioning it in the release notes, which I just fixed.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Goro
Licensed Customer
Posts: 4
Joined: Wed Aug 23, 2017 6:06 pm

Yes that was what I was thinking in terms of using RGBA however the second example to the right was exported with separate float attribute for the alpha "opacity".
It used to work in an earlier build from 2019 when I tested vertex colors in octane standalone when it was first supported.

So second export has "rgb" for color, and "opacity" for greyscale. Both exports are included in the attached orbx.
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Goro wrote:Yes that was what I was thinking in terms of using RGBA however the second example to the right was exported with separate float attribute for the alpha "opacity".
It used to work in an earlier build from 2019 when I tested vertex colors in octane standalone when it was first supported.

So second export has "rgb" for color, and "opacity" for greyscale. Both exports are included in the attached orbx.
I had a look a the scene and the file "tube_opacity.abc" has a vertex attribute array "opacity" of type float64 (double). As we currently don't support float64 attributes, it doesn't get loaded.
From where is this file exported and do you've got any control with which data type float vertex attributes are exported?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Post Reply

Return to “Development Build Releases”