OctaneRender® 2023.1 Alpha 2

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hypeng
OctaneRender Team
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Joined: Mon Jul 21, 2014 5:31 pm

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:
The attachment fog.png is no longer available
Hi, is the artifact caused by specular objects something like this (the white hot pixels)?

If so, it should be a bug and we will fix it.
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octane_G6Cb4ScS6O.png
J.C
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Location: Wrocław

Thanks for checking this out.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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coilbook
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it is just AO mode but the scene has 700 scattered streetlights using itoo. Octane has hard time with multiple lights[/quote]

Can you PM an ORBX to me so we can take a look?[/quote]

I will. Thank you

Here is another one the car behind the glass is ok. White lettering reflecting is fine. Everything is fine except internal bounce off the wall and on to the glass. (Circled in red) Please add more auto samples for refraction and reflections especially when light reflects and then refracts. That noise you see is the light inside the building coming from the car on to the inside wall and then refracts through the outside glass . And this is simple AO I cannot imagine diffuse. Not sure who uses diffuse for animations yet. And Iwonder because of your progressive rendering and not bucket rendering the noise will never end no matter how long you render. I noticed most bucket GPU renderers finish clean
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nnnnnnnnnnn.jpg
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MB
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I would have liked to see a depth picker as part of the ui, so I could pick a depth in the depth channel of the image, and the fog becomes 'solid' at that depth in the scene and objects beyond are lost in the fog so to speak.

thx
Windows 11, 2x Intel I9, 64GB Ram, 2x GTX 1080 TI, 1 x RTX 380 TI, Oculus Quest 2
northalex78
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Does this version have netrender between Mac/PC working yet????????
Can someone shed some light on when this is going to happen?
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mojave
OctaneRender Team
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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
john_otoy
OctaneRender Team
Posts: 251
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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