Thanks for the report, this is fixed and will be in the next release.linograndiotoy wrote:Toon Material current shows artifacts when Displacement is used:
OctaneRender™ 2020.2 RC7 [obsolete]
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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.
Hi,galleon27 wrote:Cryptomatte renders incorrectly with environment medium.
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.roeland wrote:Hi,galleon27 wrote:Cryptomatte renders incorrectly with environment medium.
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.
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- linograndiotoy
- Posts: 1351
- Joined: Thu Feb 01, 2018 7:10 pm
Awesome, thanks!wallace wrote:Thanks for the report, this is fixed and will be in the next release.linograndiotoy wrote:Toon Material current shows artifacts when Displacement is used:
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
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
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)
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.
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)
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
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.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)
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.
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
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.
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.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.
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