OctaneRender® 2023.1 Alpha 1

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Amaterasu
Licensed Customer
Posts: 41
Joined: Mon Feb 10, 2020 6:42 pm

Please explain how to use this setting, it should give the effect of the rays of light sources, but nothing like this happens, I would be glad if you tell me what I do wrong, thank you
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RH89x8Yp0iU.jpg
J.C
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Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Amaterasu wrote:Please explain how to use this setting, it should give the effect of the rays of light sources, but nothing like this happens, I would be glad if you tell me what I do wrong, thank you
From my first experiences with Octane 2023 you need to use new Analytic lights for this.
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eyeonestudio
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J.C wrote:Enabling "Fog environment contribution" results in funky image.
The attachment Render target.png is no longer available
Fog Environment Contribution --> Lower Value
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69.gif
C4D R2026 / Win11 / AMD TR WX Series / 256Gb RAM / RTX 5090 FE / 100GbE
J.C
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Posts: 1870
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

eyeonestudio wrote:
J.C wrote:Enabling "Fog environment contribution" results in funky image.
Render target.png
Fog Environment Contribution --> Lower Value
What is the correct use of "Fog Environment Contribution"?
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
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J.C
Licensed Customer
Posts: 1870
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

elsksa wrote:
J.C wrote:Can somebody explain why there are two BRDF options in Glossy and Universal material node and how to use it?
One is for the "diffuse" reflection,
the other the "specular" reflection.

Lambertian vs Oren Nayar (vs Octane's own model) differences can be found on an other release note post or online.
So the "Oren Nayar" is now a default mode for diffuse surfaces?
If I want previous behaviour Should I use "Octane"?
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john_otoy
OctaneRender Team
Posts: 257
Joined: Tue Aug 10, 2021 9:38 pm

J.C wrote:Enabling "Fog environment contribution" results in funky image.
Render target.png
Can you provide a simplified scene? You can replace the car with a cube, as long as the problem still happens.
J.C
Licensed Customer
Posts: 1870
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

john_otoy wrote:
J.C wrote:Enabling "Fog environment contribution" results in funky image.
Render target.png
Can you provide a simplified scene? You can replace the car with a cube, as long as the problem still happens.
I've sent PM as you asked.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
J.C
Licensed Customer
Posts: 1870
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

elsksa wrote:
J.C wrote: So the "Oren Nayar" is now a default mode for diffuse surfaces?
If I want previous behaviour Should I use "Octane"?
"Whatever floats your boat".
Thanks for detailed explanation. I already knew about those BRDF differences. My only concern was BRDF modes were not present for Diffuse (but only for reflection) in 2022 builds so I wondered what settings should I keep to have same look as before.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
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hypeng
OctaneRender Team
Posts: 4
Joined: Mon Jul 21, 2014 5:31 pm

Amaterasu wrote:Please explain how to use this setting, it should give the effect of the rays of light sources, but nothing like this happens, I would be glad if you tell me what I do wrong, thank you
Hi there,

You will need to create an analytic/directional light in the scene and toggle on the `User in post volume` bool pin for it to show up in the post volume pass.
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nuno1980
Licensed Customer
Posts: 796
Joined: Sat Dec 18, 2010 10:04 pm

I request you will increase the number of samples per pixel from 1M to 100M for any region picked (and/or for full image) and add the "Max. samples for region picked:" for kernel settings due to the very good/excellent (variable and fixed) caustics at Path Tracing in next version of 2023. :)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

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