OctaneRender® 2023.1 Alpha 2

A forum where development builds are posted for testing by the community.
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mojave
OctaneRender Team
Posts: 1336
Joined: Sun Feb 08, 2015 10:35 pm

northalex78 wrote:Does this version have netrender between Mac/PC working yet????????
Can someone shed some light on when this is going to happen?
This is expected to come in 2023.2, please read the original section "Geometry pipeline overhaul" from the 2023 release post for details.

viewtopic.php?f=33&t=81650
elsksa
Licensed Customer
Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

Following the Alpha 1 build, the material "diffuse" contribution is noticeably still present and causing unwanted sampling calculations.

Its default "diffuse color" would have to be a pure black, in the "hardcoded/concealed" underlying diffuse-emission material:
Image

The same would apply to the quad light. Could this be expected in an upcoming build?
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octane_eRHZoKEGNf.gif
john_otoy
OctaneRender Team
Posts: 245
Joined: Tue Aug 10, 2021 9:38 pm

OctaneRender 2023.1 Beta 1 has been released: viewtopic.php?f=33&t=81840
y81r
Licensed Customer
Posts: 64
Joined: Sat May 06, 2017 10:23 pm

in c4d the post fog is not recognized by spherical cameras.
haven't tested it in standalone but I think it will be the same.
is it possible to implement post effect fog for spherical cameras?

Thanks
Y
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

J.C wrote:Got it working after removing object with specular material in front of camera. It somehow interferes with this effect.
There is another issue I've found. The fog is causing non aliased edges on objects in fog:
fog.png
We had a look at this scene and the white pixels is sunlight that is reflected / refracted on the specular material of the figures. The post effect fog is as the name says just a post effect, i.e. when Octane renders the scene it doesn't know about the fog. If there would actually be fog in the scene, the sunlight would be a lot more attenuated, but without the fog the sun is really really bright compared to the sky, resulting in those overexposed pixels you see.

You can emulate this behaviour by increasing the turbidity in the daylight environment, but this would of course require a restart of the render and thus isn't a full post effect anymore.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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