Hi
Well, doing my first tests i was very impresed with the speed of OCTANE, BUT.... then i quickly realize that i was rendering in biased direct lighting mode (which for some reason came by default..why..???)...anyways, it seems that it does not support refractions.
I import a cube that has an sphere inside with a texture, the cube has transparency and refractions and in direct lighting mode it renders black, if i change the mode to the far FAR more slower pathtracing it does render the transparency with the refractions...so, is this a bug?...
-Will the direct biased lighting mode able to support everything from the un-biased pathtracing mode?...i mean, i know that there are diferent techs, but if i have an scene with transparency, refractions, caustics, bump, normal maps, etc, etc, in pathtacing mode and i want to render it fast with direct lighting would i`ll be able to render it??
Thanks
direct lighting does not support refractions-transparency..
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB
hi,
it's not a bug, you need to set the depths for transmission higher in the settings of the directlighting kernel.
by default they are set up for fast interactive editing of your scene, not for finals.
most people use path tracing for finals.
Radiance
it's not a bug, you need to set the depths for transmission higher in the settings of the directlighting kernel.
by default they are set up for fast interactive editing of your scene, not for finals.
most people use path tracing for finals.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
thanks for the quick answer
the RGBspectrum of the transmition was already at 0.740 in the 3 channels, so put it at 1 did not make much diference, it still renders black...any other thing i can adjust to obtain refractions...?
the pathtracing mode is great, but i just want to use the direct lighting mode because is fast and fast renders is what i need because i want to render character animation.
-Is OCTANE render for me if i just want to use the direct lighting biased mode for render character animations?
Thanks again
the RGBspectrum of the transmition was already at 0.740 in the 3 channels, so put it at 1 did not make much diference, it still renders black...any other thing i can adjust to obtain refractions...?
the pathtracing mode is great, but i just want to use the direct lighting mode because is fast and fast renders is what i need because i want to render character animation.
-Is OCTANE render for me if i just want to use the direct lighting biased mode for render character animations?
Thanks again
you need to increase the specular depth in the directlighting kernel settings.Cris wrote:thanks for the quick answer
the RGBspectrum of the transmition was already at 0.740 in the 3 channels, so put it at 1 did not make much diference, it still renders black...any other thing i can adjust to obtain refractions...?
the pathtracing mode is great, but i just want to use the direct lighting mode because is fast and fast renders is what i need because i want to render character animation.
-Is OCTANE render for me if i just want to use the direct lighting biased mode for render character animations?
Thanks again
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Here is a very basic and quick rough example just to show what i`m saying.
Even with the specular depth in the directlighting and transmition in the material to the maximun the refraction turns out black or sometimes dark like in the example below.

And here it is with pathtracing

This cube with an sphere inside is the only time in direclighting mode when just a little of dark refraction has shown up, in other scenes that i have is just plain black...

Even with the specular depth in the directlighting and transmition in the material to the maximun the refraction turns out black or sometimes dark like in the example below.

And here it is with pathtracing

This cube with an sphere inside is the only time in direclighting mode when just a little of dark refraction has shown up, in other scenes that i have is just plain black...


Hi,
the sphere inside will never be lit with directlighting as it is 'direct lighting'.
no light can touch the sphere which is inside the glass, only indirect light which direct lighting does'nt support.
traditional renderers do this with opacity/translucency instead of refraction of rays, so you should use opacity on the glass cube.
Radiance
the sphere inside will never be lit with directlighting as it is 'direct lighting'.
no light can touch the sphere which is inside the glass, only indirect light which direct lighting does'nt support.
traditional renderers do this with opacity/translucency instead of refraction of rays, so you should use opacity on the glass cube.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
thanks
I did try before with the opacity but it did not work, the only think that make the transparency-refraction to show up is turn down the A0DIST less than one, the problem with this is that it turn the image very flat, in fact when iluminating the image with hdri it seems that it does not have casted shadows....
I did try before with the opacity but it did not work, the only think that make the transparency-refraction to show up is turn down the A0DIST less than one, the problem with this is that it turn the image very flat, in fact when iluminating the image with hdri it seems that it does not have casted shadows....
Hi,
One thing you do have to understand is that we developed directlighting as a solution to enable users (especially with slow GPUs) to navigate and edit the scene with comfort, and pathtracing is the default kernel for rendering finals.
We did not develop the direct lighting kernel for such use, and it's not something i'm going to do for just one user neither, i hope you can understand that.
my current priority is getting the unbiased pathtracing techniques fast and noise/firefly free, whcih is what 99% of customers want.
Radiance
One thing you do have to understand is that we developed directlighting as a solution to enable users (especially with slow GPUs) to navigate and edit the scene with comfort, and pathtracing is the default kernel for rendering finals.
We did not develop the direct lighting kernel for such use, and it's not something i'm going to do for just one user neither, i hope you can understand that.
my current priority is getting the unbiased pathtracing techniques fast and noise/firefly free, whcih is what 99% of customers want.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
yes, i know that OCTANE is an UN-BIASED render and it`s biased side is just a plus, i was just checking how far direct lighting can go since it`s FAR way far more faster that the un-biased side (which is normal..i know)....this would have been fantastic for character animation. I will keep tryng octane and test how fast can go with PATHTRACING when i have my new gtx 480 card...