OctaneRender® 2027.1 Alpha 3 [current 2027]

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LomarM
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J.C wrote: Wed Sep 30, 2026 8:25 pm
wallace wrote: Wed Sep 30, 2026 5:46 pm
What issue are you having with polarization intensity? Is it with real-time mode?
There is no effect weather real-time is enabled or not. Can you provide a working example?
The simplest working example would be to use the Physical Optics material together with the camera polarization filter.

Have a look at this file:
polarization_example.orbx
(369.52 KiB) Downloaded 17 times
If you switch the rotation of the camera polarizer from 0 to 90 degrees, most of the reflection from the specular dielectric component disappears, making the underlying diffuse response more visible.
polarization_example_0_degree.png
polarization_example_90_degree.png
Currently, polarization is only simulated by the Physical Optics material and by the camera polarizer. Any interaction with a material that does not support polarization effectively depolarizes the light, so you should not expect the polarization state to be preserved through arbitrary materials.
nuno1980 wrote: Wed Sep 30, 2026 10:26 pm Hello.

I tested Polarization filter of camera and this filter can work the calcite (example) but this filter cannot:
- sky light (daylight environment)
- reflected water (new material), if we use orange glasses (new material), we rotate its by -90º or +90º to invert the color reflection for reflected water from orange to blue.
- ...

But except diffuse caustics doesn't have polarized - this is correct. :)

Best regards. ;)
The daylight environment is currently treated as emitting unpolarized light, so rotating the camera polarizer will not produce a directional polarization effect there. In that case, you should mainly expect a reduction in the overall intensity.

The same applies after interactions that depolarize the light, such as diffuse bounces or interactions with materials that do not support polarization.

Regarding the reflected-water / orange-glass example, could you clarify what you mean by "new material" and what exact result you expect when rotating the glass by ±90°? I’m not quite sure I understand that particular setup.

An example scene would be helpful in understanding the situation.
J.C
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LomarM wrote: Thu Oct 01, 2026 11:18 am

Currently, polarization is only simulated by the Physical Optics material and by the camera polarizer. Any interaction with a material that does not support polarization effectively depolarizes the light, so you should not expect the polarization state to be preserved through arbitrary materials.
This is what I thought was missing im my test scene. Thanks for clarifying this.
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nuno1980
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LomarM wrote: Thu Oct 01, 2026 11:18 am
The daylight environment is currently treated as emitting unpolarized light, so rotating the camera polarizer will not produce a directional polarization effect there. In that case, you should mainly expect a reduction in the overall intensity.
Ok but watch about polarization filter using for the blue sky - https://www.youtube.com/shorts/YE-hBgdZZ-I
The same applies after interactions that depolarize the light, such as diffuse bounces or interactions with materials that do not support polarization.
Correct. :)
Regarding the reflected-water / orange-glass example, could you clarify what you mean by "new material" and what exact result you expect when rotating the glass by ±90°? I’m not quite sure I understand that particular setup.

An example scene would be helpful in understanding the situation.
Ok. New material is "Physical optics". But... oh! Not glasses but yes sunglasses, sorry. Tomorrow, I'll record the reflected water on glass at our sun with my orange sunglasses using in the real life. :)
--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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nuno1980
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LomarM wrote: Thu Oct 01, 2026 11:18 amRegarding the reflected-water / orange-glass example, could you clarify what you mean by "new material" and what exact result you expect when rotating the glass by ±90°? I’m not quite sure I understand that particular setup.

An example scene would be helpful in understanding the situation.
We rotate sunglasses with polarization or the polarizer filter to "invert" any color reflection. It's false, sorry. But yes to "change" the color reflection on glossy floor from any color to blue due to the blue skylight source (sunlight ray -> blue sky -> any glossy or specular material). And because watch: https://youtu.be/Cv0gj48EG2o?si=lsPVwNQhJk4Iczo-

Therefore, you should need the physical optics material for the sky in daylight environment settings.

The "full" real world (or real life) requires to use Physical optics material and it does never use glossy nor specular or universal material.

Do you understand well? :)

Best regards. ;)
--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 ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ACER Predator XB273U F5 27" :D
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Kalua
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Looking good here so far.
Love the AI Light 2.0
Now I can render dozens of instances of lights in heavy scenes.
Also loved new icons.
Thanks, guys.
Last edited by Kalua on Thu Oct 08, 2026 11:28 pm, edited 1 time in total.
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caseyhupke
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Dang, no macOS 27 support. I was hoping that this release and the next 2026 release would be ready for golden gate.

alright we continue to wait!
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bepeg4d
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caseyhupke wrote: Thu Oct 08, 2026 8:51 pm Dang, no macOS 27 support. I was hoping that this release and the next 2026 release would be ready for golden gate.

alright we continue to wait!
This is an Alpha test version.
MacOS 27 support is going to arrive in upcoming 2026.6 stable.

ciao,
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caseyhupke
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Yup totally understand it’s alpha - typically future release leaning products for testing include builds that test the current release of the operating systems they are available on.

The m5 ultra can’t even run macOS 26 I don’t think. Or rather I’m not going to rollback the OS it shipped with.

Looking forward to the build that’s ready for us!
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