OctaneRender™ Standalone 3.05.3

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paride4331
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Elvissuperstar007 wrote:add function mirror texture (X.Y)
https://docs.otoy.com/#rManuals

Regards
Paride
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TheImageFaculty
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Hi Guys,

I have an animation where the camera orbits around a product and we are using the Shading Normals pass for relighting in post.

The issue we have at the moment is that the normals are not 'aligned' to the camera. This means that as the camera travels to the rear of an object, the relighting needs to shift to another colour.

So I am requesting a 'camera' space normal pass as an alternative to the 'world' space shading normal pass we currently have. If you have a work-around in the meantime I'd be interested to hear it.

Thanks,
Darren
The Image Faculty ApS
https://theimagefaculty.com
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Elvissuperstar007
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paride4331 wrote:
Elvissuperstar007 wrote:add function mirror texture (X.Y)
https://docs.otoy.com/#rManuals

Regards
Paride
parameter scale -1? it looks like something strange and uncomfortable
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Zay
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When copying a color or a number in the Node Inspector and paste it to another node in the Node Inspector, it gets updated in the viewport - but not in the Node Inspector.
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coilbook
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why empty VDB boxes leave more noise even though there are no particles inside

In the image you can see half of VDB box has no particles but it leaves more noise on the plane under it compared to the parts of the plane it does not touch
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BorisGoreta
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Would it be possible to disable cast illumination for volumes with emission ?
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haze
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BorisGoreta wrote:Would it be possible to disable cast illumination for volumes with emission ?
At the moment this is not a very trivial problem, it's something we want to do, but it's unlikely we will get to it in the near future
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haze
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coilbook wrote:why empty VDB boxes leave more noise even though there are no particles inside

In the image you can see half of VDB box has no particles but it leaves more noise on the plane under it compared to the parts of the plane it does not touch
The raymarching should not leave any noise unless there is actually some pockets of very low density.

When VDBs are imported, they are automatically pruned (using openvdb itself) which removes empty space around the active voxels.

It may be a plugin issue. In that case, it may not be related to the VDB importer, since the volume would be loaded directly into octane.
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BorisGoreta
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Would it be possible to limit the effect of light emitted from volume to surrounding geometry by adjusting the sampling rate which we have for lights and other luminous objects ?
haze wrote:
BorisGoreta wrote:Would it be possible to disable cast illumination for volumes with emission ?
At the moment this is not a very trivial problem, it's something we want to do, but it's unlikely we will get to it in the near future
manalokos
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Joined: Fri Nov 18, 2011 4:43 pm

We have been having problems in some renders with light leaks, it seems octane lets light into geometries through the closed edges of geometry, specially if it farther away from 0,0,0.
I've attached an example and a render showing this problem, we have some big projects that have spaces that suffer from light leaks, I've played around with ray epsilon but it doesn't solve the problem,
how could this be fixed?

The attached example shows the inside of a closed cube at 1000,0,1000 coordinate. but the problem also appears at lower distances, even at 0 can be visible.
cube-lightleak.jpg
Kind regards
Filipe
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