OctaneRender® 1.024 beta 2.49b RC (lin/mac/win) [OBSOLETE]

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vipvip
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retmia wrote: But what's weird is that I haven't seen people talking about that issue.
i encountered the same problem on a same type of object ( displacment on large polys plane ) but for the picture i prepared, it was not really a problem ( like an (unwanted) graphical effect ...)
But it would be interesting to resolve this...
( look at the attached picture, rendered with octane: all the darks spots are 'shadows-bugs' issued from the 'low-angle' polys smoothing: the terrain model was created with maya )
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01a_recto_layers.jpg
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retmia
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face wrote:Maybe no one have that issue yet...
Can you upload an example obj?

face
Here is an obj scene who has the problem, keep me informed!

http://www.megaupload.com/?d=1W9A5DH2
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m.arc.in
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Some driver tests...

I tkink there is a bug in Nvidia new drivers.
Take a look at the pictures....
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driver 280.26
driver 280.26
driver 275.33
driver 275.33
win7 64/core i7 920/32GB RAM/3x GTX 580 3GB 4x GTX 970 4GB/blender 2.79/Rhino 5,0/octane 3
win7 64/core i5-460M/8GB RAM/GTX 460M 1,5GB/blender 2.79/Rhino 5,0/octane 3 (ASUS G73JW)
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face
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retmia wrote: Here is an obj scene who has the problem, keep me informed!

http://www.megaupload.com/?d=1W9A5DH2
After download the mesh and delete the user normals, the mesh is ok.
It´s also an export error from your host app...

face
Attachments
normals.jpg
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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face
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vipvip wrote: i encountered the same problem on a same type of object ( displacment on large polys plane ) but for the picture i prepared, it was not really a problem ( like an (unwanted) graphical effect ...)
But it would be interesting to resolve this...
( look at the attached picture, rendered with octane: all the darks spots are 'shadows-bugs' issued from the 'low-angle' polys smoothing: the terrain model was created with maya )
Maybe you can set the user normals to average in Maya.
Or that is an other issue ;)

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
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vipvip
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Yes it's possible.

One thing is sure: depending the exporter you ou use, for a same mesh contructed with the same method on 3 different 3D app ( in my case maya6, blender and lightwave 10.1 ) you often have different result ( specially with polygon smoothing and normals ).

The best of this three exporters is the blender one ( v1.10 from yoyo, with very good polys interpretation and many keyables parameters, DOF object following etc... ).
The last lightwave ( v0.4 ) one is very buggy ( very bad smoothing and normal interpretation ) and i use the 0.3 version, but it is slower for exporting and there is no animatable parameters ( like dof...). There's some ennoying things too: when you launch an animation computing, impossible to stop it ( execpt hard shutdown of lightwave with taskmanager :? )

It would be great to make a 'chart' for programmers to unify the good functions ( with anim parameters ) and the same name, corresponding to octane( with same names, ie in maya, the 'focal depth' is in fact the 'fov' of the camera, it's quite confusing... )
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retmia
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face wrote: After download the mesh and delete the user normals, the mesh is ok.
It´s also an export error from your host app...

face
Thank you!
I had a look within 3DS and found nothing to correct it (but well, I'm not an expert !)
So I searched outside and managed to correct the problem with a script which averages the normals, thanks again!
Attachments
AVNS.jpg
retmia.net
retmia.blogspot.com

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vipvip
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@ retmia:
averaging normals is better but look at your shadows: threy're polygon-cutted ( ca serait + facile à dire en francais ;) -> la découpe des ombres est nette et suit le contour des polygones ).

@ RS TEAM:
it seems t o be a bug with alpha channel ( the first exported render alpha is bad, glotchy but it become ok after a camera mouvment )
Attachments
alpha01.JPG
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Refracty
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Isotemod wrote:Ive saved a ocs file with this version and when I reloaded octane was unable to find the mesh or texture files for the scene.

It then opens a dialogue to find them manually which it does so at the location specified in preferences.

Looking manually at my .ocs file there is difference between the new .ocs and previous .ocs files.

The path to the mesh and textures starts "<linkedfilename>..\..\Desktop" in the new .ocs but the old one has "<linkedfilename>..\Desktop"

I have relative paths ticked in the preferences.

UPDATE

I went through and found the mesh and textures for octane then saved it without relative paths ticked and reloaded fine.

On a different .ocs that I saved in this version with relative paths octane had no problem.

Resaving the the original file with relative paths enabled reproduced the same result on reloading.

I was experienced a similar issue.
I have loaded an ocs. Everything was fine then I swapped the connection of "resolution nodes" to the "MeshPreview Render Target" node. This is usually no problem and makes it possible to choose to work in a small preview resolution or a final output resolution. Then Octane didn't proceed / refreshed the render view (but didn't crash) and showed that all 4 GPUs failed. I saved and reopend the ocs scene and then Octane asked me about where to finde texture files.
So there must be an event that Octane has corrupted the ocs file (while saveing) after the occurance of some problems.
I reopened an old file (that I used before the last save) and everything went fine.
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face
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vipvip wrote:@ retmia:
averaging normals is better but look at your shadows: threy're polygon-cutted ( ca serait + facile à dire en francais ;) -> la découpe des ombres est nette et suit le contour des polygones ).
The mesh has multiple resolutions. On this location, it is very low.
I think thats why the shadows looks polygon-cutted...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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