Hi, I tried using Photo tracing for an interior render of an apartment,
when doing the render in low resolution (1200x800) the image cleans up nicely with a few thousand samples,
but in a higher resolution like 4K, it doesn't seem to behave the same with the same number of samples, I usually get a few lonely photons that don't disappear.
What I also noticed is that if the scene is large the photons become rare...maybe because their emission is spread throughout the scene?
The photon multiplier only allows up to 8, and there is no dedicated pass for photons.
I know that this is still only a demo release, and it is really great, just wanted to let you know these specific problems.
Kind regards
Filipe
OctaneRender® 2022.1 XB 0
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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, can you post an image showing this issue? How do the 1200 and 4K images look like if you render 1 sample per pixel?manalokos wrote:Hi, I tried using Photo tracing for an interior render of an apartment,
when doing the render in low resolution (1200x800) the image cleans up nicely with a few thousand samples,
but in a higher resolution like 4K, it doesn't seem to behave the same with the same number of samples, I usually get a few lonely photons that don't disappear.
What I also noticed is that if the scene is large the photons become rare...maybe because their emission is spread throughout the scene?
The photon multiplier only allows up to 8, and there is no dedicated pass for photons.
I know that this is still only a demo release, and it is really great, just wanted to let you know these specific problems.
Kind regards
Filipe
Hi Roeland,
I think I found the issue, on the final renders I cranked up the "photon gather samples" thinking it would speed up the render,
but it seems that it reduces the amount of photons? It is a bit confusing, since it says "photon gather samples" instead of "photon gather interval".
Maybe it is this that caused the difference between test and full render.
Kind regards
Filipe
I think I found the issue, on the final renders I cranked up the "photon gather samples" thinking it would speed up the render,
but it seems that it reduces the amount of photons? It is a bit confusing, since it says "photon gather samples" instead of "photon gather interval".
Maybe it is this that caused the difference between test and full render.
Kind regards
Filipe
This is just an idea.
Your toon shader is great but it is boring. Just plain colors with an outline
Can you add brush strokes to diffuse with different shades, colors. Almost like it was drawn by hand. This will bring toon shader to the next level.
Bellow are the images from an old book. I wish your toon shader could create more complex procedural diffuse textures.
Your toon shader is great but it is boring. Just plain colors with an outline
Can you add brush strokes to diffuse with different shades, colors. Almost like it was drawn by hand. This will bring toon shader to the next level.
Bellow are the images from an old book. I wish your toon shader could create more complex procedural diffuse textures.
Hello, I have a problem in this version importing fbx exported from c4d.
in 2021 opens correctly and its normals are correct, respecting phong and breaks
2022 is scrambled or load incorrectly
If I save 2021 version and open it in 2022 it loads correctly
Ray epsilon is adjusted according to display the model scale
As a side note can I have a reload green button on fbx and alembic loader like is when importing obj?, although I can't overwrite alembic files while they are in use on octane. also vertex colors loading from fbx will be awesome too, setting up alembic from c4d is a pain as it don't convert material assignments to polygon selections on export.
Thanks.
in 2021 opens correctly and its normals are correct, respecting phong and breaks
2022 is scrambled or load incorrectly
If I save 2021 version and open it in 2022 it loads correctly
Ray epsilon is adjusted according to display the model scale
As a side note can I have a reload green button on fbx and alembic loader like is when importing obj?, although I can't overwrite alembic files while they are in use on octane. also vertex colors loading from fbx will be awesome too, setting up alembic from c4d is a pain as it don't convert material assignments to polygon selections on export.
Thanks.
Omar Tavera
Awesome Generalist
omardex.artstation.com
Octane render for c4d but moving more toward standalone with one 980ti
Awesome Generalist
omardex.artstation.com
Octane render for c4d but moving more toward standalone with one 980ti
I think it will rollout along with Brigade kernel in 2022 RC1 or so... I may be wrong.Despot wrote:Where's the Anime kernel that was promised more than two years ago ?
C4D 2025.1.1 Octane 2025.1 Build 0104, <<2 X 3090 + NVlink>>, Windows 10, X399, AMD TR 1950X, 128 GB RAM, NVIDIA SD 552.22
https://www.behance.net/PaperArchitect
https://www.behance.net/PaperArchitect