Yeah, i've tried that. i even tried completely removing the ground plane and still get the problem. I have the scene units set to CM but I have the the "scene scale" parameter in octane's settings set to .01 to account for that.whersmy wrote:okay, can you move the bottle a bit up in the scene so it does not touch the ground?
and then see if the spot goes away
if theres not liquid then that`s not a problem
also, what is your scene scale?
Problems rendering glass
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- itsallgoode9

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There seems to be an issue with the scene.
Everything has a pretty bad delay.
I imported the bottle and infinity curve in to a new scene, tweaked light strength, ray depth and subd level etc. and got this:


Here's the new maya file:
https://dl.dropboxusercontent.com/u/946 ... tle.mb.zip
Everything has a pretty bad delay.
I imported the bottle and infinity curve in to a new scene, tweaked light strength, ray depth and subd level etc. and got this:


Here's the new maya file:
https://dl.dropboxusercontent.com/u/946 ... tle.mb.zip
- itsallgoode9

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thanks for taking a look at this prodviz, i'll let you know how it works, I relaly appreciate it
- itsallgoode9

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Thanks for sending that prod. I opened it and rendered without changing any settings and I got something WAY different than you. here's the render, any clue what's going on:

I did get a bunch of errors on opening but I have no clue what those adttributes are and if they're causing any problems:
// Error: line 0: The mesh 'Infinity:pPlaneShape1' has no 'sdt' attribute. //
// Error: line 0: Node "Infinity:pPlaneShape1" has no attribute "sdt". //
// Error: line 0: The mesh 'Infinity:pPlaneShape1' has no 'ugsdt' attribute. //
// Error: line 0: Node "Infinity:pPlaneShape1" has no attribute "ugsdt". //
// Error: line 0: The mesh 'bottle:BottleShape' has no 'sdt' attribute. //
// Error: line 0: Node "bottle:BottleShape" has no attribute "sdt". //
// Error: line 0: The mesh 'bottle:BottleShape' has no 'ugsdt' attribute. //
// Error: line 0: Node "bottle:BottleShape" has no attribute "ugsdt". //
// Error: line 0: The mesh 'bottle:BottleShape1' has no 'sdt' attribute. //
// Error: line 0: Node "bottle:BottleShape1" has no attribute "sdt". //
// Error: line 0: The mesh 'bottle:BottleShape1' has no 'ugsdt' attribute. //
// Error: line 0: Node "bottle:BottleShape1" has no attribute "ugsdt". //

I did get a bunch of errors on opening but I have no clue what those adttributes are and if they're causing any problems:
// Error: line 0: The mesh 'Infinity:pPlaneShape1' has no 'sdt' attribute. //
// Error: line 0: Node "Infinity:pPlaneShape1" has no attribute "sdt". //
// Error: line 0: The mesh 'Infinity:pPlaneShape1' has no 'ugsdt' attribute. //
// Error: line 0: Node "Infinity:pPlaneShape1" has no attribute "ugsdt". //
// Error: line 0: The mesh 'bottle:BottleShape' has no 'sdt' attribute. //
// Error: line 0: Node "bottle:BottleShape" has no attribute "sdt". //
// Error: line 0: The mesh 'bottle:BottleShape' has no 'ugsdt' attribute. //
// Error: line 0: Node "bottle:BottleShape" has no attribute "ugsdt". //
// Error: line 0: The mesh 'bottle:BottleShape1' has no 'sdt' attribute. //
// Error: line 0: Node "bottle:BottleShape1" has no attribute "sdt". //
// Error: line 0: The mesh 'bottle:BottleShape1' has no 'ugsdt' attribute. //
// Error: line 0: Node "bottle:BottleShape1" has no attribute "ugsdt". //
- itsallgoode9

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i'm on 2014 and 2.15 I think. I'll update ot the latest and see how it goes. Thanks for you help, I have a deadline tomorrow that this is causing major issues for
- itsallgoode9

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actually, I didn't get the HDRI loaded in so that was causing the problem. it looks like it 's working now. I'll give it a try with my old camera angle and hope it works! thanks
- itsallgoode9

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in the end, it looks like the issue has been not turning up the reflectivity high enough, causing areas of heavy refraction to go completely black. I didn't realize that the reflectivity was affecting areas like this.
After running into this issue, the way reflectivity is implemented is potentially concerning to me. Maybe my understanding is wrong, but this is making it seem like I can't get correct refractions unless I crank up the reflectivity to high, unrealistic values.
After running into this issue, the way reflectivity is implemented is potentially concerning to me. Maybe my understanding is wrong, but this is making it seem like I can't get correct refractions unless I crank up the reflectivity to high, unrealistic values.