Hi gah5118,
I guess you need at least 388.13 Nvidia drivers to work with this version and CUDA 9.1.
ciao Beppe
OctaneRender™ Standalone 3.08 RC 1
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
I updated to the latest 391.01
I'll give 388.13 a shot later in the week when I have 3 hours to mess with it, in the case I have to revert again.
Hoping my company will opt to let me build a new machine this year.
I'll give 388.13 a shot later in the week when I have 3 hours to mess with it, in the case I have to revert again.
Hoping my company will opt to let me build a new machine this year.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
Can someone explain what's going on with sheen?
Why does it draw over reflections on the glossy material, but only draws on the diffuse part of the metallic material? You wont see it working on metallic materials unless you set specular map to 0.
So is it meant to affect reflections or diffuse? Which leads to another question... Why dont we have sheen on the diffuse material? This would be nice for velvet/fabrics
Why does it draw over reflections on the glossy material, but only draws on the diffuse part of the metallic material? You wont see it working on metallic materials unless you set specular map to 0.
So is it meant to affect reflections or diffuse? Which leads to another question... Why dont we have sheen on the diffuse material? This would be nice for velvet/fabrics
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
By the way, it would be great to get a single PBR uber shader.
Right now there is no easy way to use the metalness workflow. The metallic node is close, since we can blend between a diffuse and specular material component using a specular map (same thing as a metallness map).
The problem is, with your typical pbr assets, the diffuse part is a dielectric (it usually has a fixed 1.5 IOR), but the metallic material has no reflection/fresnel for the diffuse part.
So once again we will have to build a complex network of nodes to emulate a typical PBR material.
Right now there is no easy way to use the metalness workflow. The metallic node is close, since we can blend between a diffuse and specular material component using a specular map (same thing as a metallness map).
The problem is, with your typical pbr assets, the diffuse part is a dielectric (it usually has a fixed 1.5 IOR), but the metallic material has no reflection/fresnel for the diffuse part.
So once again we will have to build a complex network of nodes to emulate a typical PBR material.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Thanks for the bug report. We will fix it as soon as possible. And yes, it seems that dispersion got broken.paride4331 wrote:Hi,
I don't know why, but my advice is pay attention testing 3.08 RC with material made with 3.08 TEST 6
This is what happen with specular material.
Regards
Paride
UPDATE:
issue depends on dispersion coefficient in 3.08 RC
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Yes, I can confirm. PMC has suffered, too. Will fix it with the next release.paride4331 wrote:Hi guys, could you check that?DigiChuckle wrote:Thanks for all the hard work Otoy!
I've noticed a "drop shadow"-"inner glow" type of artifacts appearing around the silhouettes of geometry in PMC (with and without Alpha chnnel enabled). It looks like ambient occlusion happening around every piece of geometry regardless of its proximity to other. Also, specular "Affect alpha" incorrectly knocks out opaque materials in the background (or behing it). That's only in PMC mode.
Regards
Paride
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Yes. We are all on this same page - and have been already heading in this direction.funk wrote:By the way, it would be great to get a single PBR uber shader.
Right now there is no easy way to use the metalness workflow. The metallic node is close, since we can blend between a diffuse and specular material component using a specular map (same thing as a metallness map).
The problem is, with your typical pbr assets, the diffuse part is a dielectric (it usually has a fixed 1.5 IOR), but the metallic material has no reflection/fresnel for the diffuse part.
So once again we will have to build a complex network of nodes to emulate a typical PBR material.
3.08 is an important first step, due to the introduction of the metalic material and related workflows (sheen was in fact the last properly missing from the checklist of standard PBR inputs, and why we needed it to go out with RC1). Plug-ins like can use 3.08 RC1 material features to support the properties needed to expose such an uber material in the host app (as Ahmet has done for C4D), and we do plan to work on getting this better supported in the core engine in too.
I'm glad to hear this, but I think its a bad idea to rely on each plugin dev to create this per host. Everyone will be repeating the same work, and every implementation will be different.Goldorak wrote:Yes. We are all on this same page - and have been already heading in this direction.funk wrote:By the way, it would be great to get a single PBR uber shader.
Right now there is no easy way to use the metalness workflow. The metallic node is close, since we can blend between a diffuse and specular material component using a specular map (same thing as a metallness map).
The problem is, with your typical pbr assets, the diffuse part is a dielectric (it usually has a fixed 1.5 IOR), but the metallic material has no reflection/fresnel for the diffuse part.
So once again we will have to build a complex network of nodes to emulate a typical PBR material.
3.08 is an important first step, due to the introduction of the metalic material and related workflows (sheen was in fact the last properly missing from the checklist of standard PBR inputs, and why we needed it to go out with RC1). Plug-ins like can use 3.08 RC1 material features to support the properties needed to expose such an uber material in the host app (as Ahmet has done for C4D), and we do plan to work on getting this better supported in the core engine in too.
It also assumes plugin developers actually understand how this all works. This needs to be done in the octane core, not as nodegraphs per plugin
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Yes - that's the plan, more details soon.funk wrote:I'm glad to hear this, but I think its a bad idea to rely on each plugin dev to create this per host. Everyone will be repeating the same work, and every implementation will be different.Goldorak wrote:Yes. We are all on this same page - and have been already heading in this direction.funk wrote:By the way, it would be great to get a single PBR uber shader.
Right now there is no easy way to use the metalness workflow. The metallic node is close, since we can blend between a diffuse and specular material component using a specular map (same thing as a metallness map).
The problem is, with your typical pbr assets, the diffuse part is a dielectric (it usually has a fixed 1.5 IOR), but the metallic material has no reflection/fresnel for the diffuse part.
So once again we will have to build a complex network of nodes to emulate a typical PBR material.
3.08 is an important first step, due to the introduction of the metalic material and related workflows (sheen was in fact the last properly missing from the checklist of standard PBR inputs, and why we needed it to go out with RC1). Plug-ins like can use 3.08 RC1 material features to support the properties needed to expose such an uber material in the host app (as Ahmet has done for C4D), and we do plan to work on getting this better supported in the core engine in too.
It also assumes plugin developers actually understand how this all works. This needs to be done in the octane core, not as nodegraphs per plugin
I am not exactly sure what you meant here. But basically the reflection from sheen is a cosine lobe oriented towards the direction that is 90 degrees from the viewing angle, and it peaks at this grazing angle. The roughness parameter controls how spread out the lobe is, just like your specular BRDF model, it can look really diffuse when you have high roughness, and you can have really sharp sheen like satin cloth for low roughness.funk wrote:Can someone explain what's going on with sheen?
Why does it draw over reflections on the glossy material, but only draws on the diffuse part of the metallic material?
This is an intended behavior, this implementation's based on the Disney Sheen BRDF, and it's defined as inversely proportional to the metalness of the material. Since this BRDF is used for cloth/velvet, it doesn't really make much sense to have it on for metallic materials.funk wrote: You wont see it working on metallic materials unless you set specular map to 0.
It's really a separate BRDF, it's just layered with diffuse and glossy BRDF.funk wrote: So is it meant to affect reflections or diffuse?
Is there any reason why you cannot achieve this effect with the metallic node and glossy node? You can decrease the glossiness and increase sheen.funk wrote: Which leads to another question... Why dont we have sheen on the diffuse material? This would be nice for velvet/fabrics