Smoothing artifacts problem with Daylight system.

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Koke
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Posts: 2
Joined: Thu Jun 03, 2010 11:44 pm
Location: Spain

Hello! :D
I am new to Octane, so I don´t really know if this has been asked before.
I was playing around with my copy of octane getting to know the program a little bit more, when I came across a problem I can´t figure out how to solve.

When I import a scene from 3DMax and assign to the objects an octane diffuse material and use the daylight system I get some weird artifacts close to the shadows.
I tried every combination of export option from max (with and without the 3dMax plugin) as well as connected the smooth parameter on the Octane material but nothing works.
I think it only happens with the diffuse material and daylight system, or at least its when its more noticable.

Is this some kind of bug or just an error on my side?

I am using Win7x64 Quad 2.66 4GB GTX460 drivers: 266.58 (also happens with 260.99) and Octane pre243

Thanks in advance!

I will attach a file with a picture of the artifacts and a screen grab of my export settings.
Attachments
xportSettings.jpg
xportSettings.jpg (36.11 KiB) Viewed 2637 times
smoothShadow_error2.jpg
<< Win7x64 Quad 2.66 4GB GTX460 >>
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

hehe, I used those same pots to ask this same question :D

It's the "terminator problem". You can solve it (only) by subdividing the mesh, so that the artifacts become smaller.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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Sauger
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Posts: 111
Joined: Thu Feb 03, 2011 7:16 pm

Detail is king, like there is nothing like real life.
A small chamfer on a huge frame of 4x2,8m alu window will make difference, like AO will do wonders too!

Sometime clients like the overkill , cellshade stuff, and I bit my toungue, but real life stuff is close with Octane.
First time in my life poly/tri/s so on is not my curse, only textures that can be manipulated far more easy.

If you wan´t to study the interaction of shadows/light/geometry on a miniature level join the Octane team, even the guy behind Maxwell is lost in a nice way.
Nature is not easy to replicate, and the more you study the more you feel awe.
3x I7/16gb/GTX570/XFX5870/GTX Titan
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Koke
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Joined: Thu Jun 03, 2010 11:44 pm
Location: Spain

hehe, I used those same pots to ask this same question
Good old Max teapots, always handy!
Detail is king, like there is nothing like real life.
A small chamfer on a huge frame of 4x2,8m alu window will make difference, like AO will do wonders too!
I agree with the importance of detail.

Thanks guys! I was going crazy with this problem :D

So I can only solve this issue by subdividing the mesh.... good to know.

Awesome pice of software anyway :)
<< Win7x64 Quad 2.66 4GB GTX460 >>
Sauger
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Posts: 111
Joined: Thu Feb 03, 2011 7:16 pm

I wish the was a magic Octane button to make all sharp corners bevel he he!
Like to a degree in mm, with lod so it will not kill the GPU.
3x I7/16gb/GTX570/XFX5870/GTX Titan
GeoPappas
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Joined: Fri Mar 26, 2010 5:31 pm

Koke wrote:When I import a scene from 3DMax and assign to the objects an octane diffuse material and use the daylight system I get some weird artifacts close to the shadows.
I use Blender, and I have found that you need to smooth the object in BOTH the modeling software AND Octane. If you only apply smoothing in Octane, then jagged edges can show up.
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Daniel79
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Joined: Tue Jan 26, 2010 3:53 pm
Location: Italy

this problem resolved by thea render...might be useful to developers of octane

http://www.thearender.com/cms/index.php ... -news.html
SORRY, MY ENGLISH IS BAD!
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