OctaneRender™ 2021.1 XB1

A forum where development builds are posted for testing by the community.
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karl
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PolderAnimation wrote:Thanks team! Looking forward to testing this! Thanks!

I have a question about highlight compression in the imager. What is the exact math Octane uses for this? Because this would be extremely helpful for a good 16/32 bit workflow. Then we can render it without highlight compression but view it with. And then in our composting software we can apply it after we have done our tweaks there (and still have the full 16/32 bit range).
Do you specifically want to match exactly what Octane does, or do you just want to apply some nice-looking tone curve? The easiest thing would be to use OCIO (for example, the sRGB view in the ACES 1.2 config) in your compositing software - you'd probably end up with nicer highlight compression too since those configs tend to have a lot of color science research baked in to them.
joenyc
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abstrax wrote:
joenyc wrote:Does this include the new PPM kernel?
No it doesn't as you can see in the release notes.
I figured, I was just asking since I didn't see it in the release notes, but it was just mentioned as coming in the GDC talk. What's the timeline for the new kernel?
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abstrax
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joenyc wrote:I figured, I was just asking since I didn't see it in the release notes, but it was just mentioned as coming in the GDC talk. What's the timeline for the new kernel?
Currently it's part of the next development cycle, which just started internally. That's all I can say right now with any degree of confidence. Sorry.
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nuno1980
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abstrax wrote:
joenyc wrote:Does this include the new PPM kernel?
No it doesn't as you can see in the release notes.
ok. Does new kernel support Maxwell (GeForce 900 series) card?
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PolderAnimation
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karu wrote:
PolderAnimation wrote:Thanks team! Looking forward to testing this! Thanks!

I have a question about highlight compression in the imager. What is the exact math Octane uses for this? Because this would be extremely helpful for a good 16/32 bit workflow. Then we can render it without highlight compression but view it with. And then in our composting software we can apply it after we have done our tweaks there (and still have the full 16/32 bit range).
Do you specifically want to match exactly what Octane does, or do you just want to apply some nice-looking tone curve? The easiest thing would be to use OCIO (for example, the sRGB view in the ACES 1.2 config) in your compositing software - you'd probably end up with nicer highlight compression too since those configs tend to have a lot of color science research baked in to them.
Thanks yes we are planning this, but for now it would help if we would know the highlight compression math octane uses. Thanks.
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Kalua
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Great release! Looking forward to try these goodies!
Regards,
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andrey.krivulya
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Wow! Thank you! Awesome release! Congrats for everyone!
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pegot
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Clipping: Specular artifacts appear when using the Direct Light kernel.

When using Direct Light kernel there appears some issue where objects used for clipping show some kind of shadow outline of their original shape on the clipped object's material. Please refer to attached sample renders.

The cube has a default Universal material. The top side is clipped with a cone. The front side is clipped with a sphere. You can see part of those shapes reflected on the cube's material.

It doesn’t seem to be a shadow of those objects as they still appear even when the cube's object layer has shadow visibility toggled off.
Instead, this seems to be a specular artifact. Turning specularity to 0 removes these artifacts (but changes the look of the cube's material of course).

One way to remove these artifacts and still keep the cube's specular setting intact is by using a white transmission color and setting transmission type to Diffuse.

NOTE that these artifacts do not seem to appear when using the PMC or Path Tracing kernels.
Clipping-Default-UniversalMaterial.png
Clipping-UniversalMaterial-Adjusted.png
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Kalua
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pegot wrote:Clipping: Specular artifacts appear when using the Direct Light kernel.

When using Direct Light kernel there appears some issue where objects used for clipping show some kind of shadow outline of their original shape on the clipped object's material. Please refer to attached sample renders.

The cube has a default Universal material. The top side is clipped with a cone. The front side is clipped with a sphere. You can see part of those shapes reflected on the cube's material.

It doesn’t seem to be a shadow of those objects as they still appear even when the cube's object layer has shadow visibility toggled off.
Instead, this seems to be a specular artifact. Turning specularity to 0 removes these artifacts (but changes the look of the cube's material of course).

One way to remove these artifacts and still keep the cube's specular setting intact is by using a white transmission color and setting transmission type to Diffuse.

NOTE that these artifacts do not seem to appear when using the PMC or Path Tracing kernels.
Clipping-Default-UniversalMaterial.png
Clipping-UniversalMaterial-Adjusted.png
Have you tried to increase diffuse/specular depth?
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