Wonderful. Thank you!abstrax wrote:I fixed the splatting in the kernels. There is nothing you can do right now, except making the geometry of the active layer invisible to the camera and then render the shadow passes separately. The fix will be available in the next release.andrewmcmurry wrote:That is exactly what I was wanting! Would you mind explaining how you did it so I can render it out like that? Thanks so much!abstrax wrote:Ok, after some fiddling around with the render layer passes, I think I've got it fixed. Attached you will find the main and the shadow pass of your example scene rendered with the fix. Would that work for you?
Can someone please explain why this is happening? [SOLVED]
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- andrewmcmurry
- Posts: 9
- Joined: Mon Oct 12, 2015 8:31 pm
Im also getting this in V2 of octane although less pronounced than here. Any chance you can fix V2 aswell? I cant use V3 at the mo as it's unstable on my machine with 3dsmax.
viewtopic.php?f=81&t=55948
viewtopic.php?f=81&t=55948
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
- andrewmcmurry
- Posts: 9
- Joined: Mon Oct 12, 2015 8:31 pm
Is there an update on when this might be fixed?
- andrewmcmurry
- Posts: 9
- Joined: Mon Oct 12, 2015 8:31 pm
Oh shoot! Just updated and it's fixed. Thanks devs! You're the best!