Blender 3.06.4 - 12.2 [TEST] - Bugs

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Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.


All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
D. Nvidia driver version (i.e. 7.50, 7.5.22)
E. OctaneRender Standalone version, if installed (i.e. 2.24.2, 2.23, etc.)
F. OctaneRender plugin version (i.e. v2.25 - 2.21)
G. Host application version, including build number if available (i.e. 3ds Max 2016 Build 18.0)
DrawFun
OctaneRender Team
Posts: 379
Joined: Fri Aug 25, 2017 5:02 am

kibbycabbit wrote:
DrawFun wrote:Thanks for your reports.
I cannot reproduce it in my end, both windows and mac. Did you turn on render mode? If so, was it interactive? What type of material did you use and did the OctaneSever crash too?
More information will be appreciated. Thanks.
I've tested with solid view and render preview -- both will crash.
Materials, that's a good question. There's so many materials in the scene. If you want, I have a packaged .blend to send via PM. Does this forum permit large attachment in PM? The file is 100mb.
Could you upload it to https://wetransfer.com/ and PM me the link? Thanks.
DrawFun
OctaneRender Team
Posts: 379
Joined: Fri Aug 25, 2017 5:02 am

J.C wrote:Mesh smoothing is still as bad as it was in 11.xx
Checkout the attachements. Blocky polygons are visible.

With the attached file you may replicate the bug in earlier post - crashing when changing material.
Hi J.C, I have checked the scene. The blocky polygons are visible only in interactive rendering mode, which is caused by blender optimization. In interactive mode, blender will not generate tessellation faces for faster renderinghttps://docs.blender.org/api/blender_py ... .tessfaces. Therefore, compared to scene render mode, there are much fewer triangles in inactive rendering mode.
For now, you can check it in scene render mode (more triangles and smoother faces).
In next release, we will add a checkbox to let you decide whether to generate tessellation faces in interactive rendering mode (default no for the consistency).
J.C
Licensed Customer
Posts: 1857
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Hi DrawFun, rendering in final mode (F12) does not change anything.

This is with 100k triangles mesh:
smoothing2.png
The same happens in Octane Standalone app too :/
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
DrawFun
OctaneRender Team
Posts: 379
Joined: Fri Aug 25, 2017 5:02 am

J.C wrote:Hi DrawFun, rendering in final mode (F12) does not change anything.

This is with 100k triangles mesh:
smoothing2.png
The same happens in Octane Standalone app too :/
Hi J.C, that is a ray-epsilon issue (too small ray epsilon causing geometry to self-intersect). You can try to adjust the "ray epsilon" value slightly in octane kernel tab to reduce them. More detailed answer from abstrax:
viewtopic.php?f=9&t=48425&p=241445&hili ... on#p241445.
Besides, you can also try to Increase faces(via open subdivision) or light power.
J.C
Licensed Customer
Posts: 1857
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Hi DrawFun, thank you for an answer but this is not a proper solution as it literary removes self shadow from the surface.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
J.C
Licensed Customer
Posts: 1857
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Another issue is with shadow pass. "Black shadow" renders totally black while on the preview it is ok.
Attachments
shadow pass.blend
(694.07 KiB) Downloaded 206 times
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
DrawFun
OctaneRender Team
Posts: 379
Joined: Fri Aug 25, 2017 5:02 am

J.C wrote:Hi DrawFun, thank you for an answer but this is not a proper solution as it literary removes self shadow from the surface.
Due to the limited precision, it is a trade off in some cases. Increasing faces in some particular meshes or sub-meshes is another way to deal with it (the the teapot case, 400k faces seems good :shock: ).
DrawFun
OctaneRender Team
Posts: 379
Joined: Fri Aug 25, 2017 5:02 am

J.C wrote:Another issue is with shadow pass. "Black shadow" renders totally black while on the preview it is ok.
Thank you J.C. Problem confirmed. Currently we are focusing on the new features of 3.07. I will handle it at the first time the new major version released.
J.C
Licensed Customer
Posts: 1857
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Thanks DrawFun for confirming this.

There is another one also present in previous versions. Renaming material whine doing interactive rendering in viewport stops any future changes in material. Rendering continues but changing any properties in renamed material does not show in viewport. You have to restart rendering to see the change.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
My Behance portfolio, Blender plugin FB support group
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