Low-poly smoothed objects, produce a black border :/

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PeterCGS
Licensed Customer
Posts: 437
Joined: Tue Apr 13, 2010 2:36 pm

Im doing alot fo particle animations lately, and found a annoying problem. The borrders on a low poly object such as a 64 polygon "sphere" produce black borders on alot of the outer edges and in certain angles when I turn on smoothing..

Is this a know problem? Is there a workaround?.. I wish I could turn on subdivision, but exports takes forever if I do :/

/Regards Peter K
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
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radiance
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Joined: Wed Oct 21, 2009 2:33 pm

Unfortunately this is normal behaviour, you can't render objects with adjacent faces having a too high angle between normals with smoothing...

Radiance
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PeterCGS
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Is there any way to get a slider, setting the smoothing angle in octane? Seems like it 90 degrees+ now?
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
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radiance
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PeterCGS wrote:Is there any way to get a slider, setting the smoothing angle in octane? Seems like it 90 degrees+ now?
No, but you can use an edgesplit or similar smoothgroup system in your host app to divide your geometry and make multiple vertices for shared vertices with a too high angle to adjacent faces.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
PeterCGS
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Joined: Tue Apr 13, 2010 2:36 pm

Mmm unfortunately that boggs down the system.. Im already peaking the memory limit with all my particle spheres :( I wish I could subdivide them one more time before sending them to Octane, but well, there is just not enough memory (and the export/import time shots through the roof aswell)..

/Regards Peter K
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Hehe, where is the problem?
Because you are using ICE, build a LOD system.

Make a group with three types of a sphere.
Sphere1 has SubD 24/12, 2 has 12/6 and 3 has 6/3.
Use the group as the instance shape.
With the index you can access the shape you want.

Now you can build the LOD system.
Check every point from the cloud with the camera position.
Rescale the result to 0-2 and put the output over a round node in the index input.
With the source start/end from the rescale you must play around.

Have fun ;)
face
LOD.gif
LOD_ICE.jpg
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
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PeterCGS
Licensed Customer
Posts: 437
Joined: Tue Apr 13, 2010 2:36 pm

Thanx Face!

I will try that :) That will certainly help alot :) Now, I only have to wait for your updated plugin hehe
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
PeterCGS
Licensed Customer
Posts: 437
Joined: Tue Apr 13, 2010 2:36 pm

Do you know by any chance how to setup the ICE tree so that the particles that are outside the FOV of the camera gets the lowest LOD index (or better, hidden). And particles that are behind another object? (I tried the raycast node, but didn't succeed)...

/Regards Peter K
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
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face
Octane Plugin Developer
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Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

Maybe you can use a cube for the FOV. The center should be near the border.
The cube should be a little bit greater as the FOV, because some points that are outside can have shapes, which are visible. Relative to the size of the shapes.

Make a position/orientation constraint from the camera to the cube.
Check if the point is in volume and change the shape to a simple triangle mesh.
You can also change the size to 0.

have fun again ;)
face
Attachments
fov1.jpg
fov2.jpg
fov_ice.jpg
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
PeterCGS
Licensed Customer
Posts: 437
Joined: Tue Apr 13, 2010 2:36 pm

:lol: Thats why some people understand code, and some don't! :roll: Even though Im slowly slowly getting into ICE..
Win7, i7 980 Hexacore, 24GB RAM, 3xEVGA SC 670 GTX 4GB
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