Glossy material bug
Sheen isnt working on the glossy material
OctaneRender™ 2019.1 RC2
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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.
You need to demand from developers a salary for the beta tester job)funk wrote:Glossy material bug
Sheen isnt working on the glossy material
Metallic material bug
Specular map input no longer works as expected.
Drag it from 1 to 0. There is no gradual fade from full metallic to diffuse. It only becomes diffuse at specular map = 0
Specular map input no longer works as expected.
Drag it from 1 to 0. There is no gradual fade from full metallic to diffuse. It only becomes diffuse at specular map = 0
- Attachments
-
- metallic_specualrmap_broken.ocs
- (36.01 KiB) Downloaded 196 times
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
Yeah, Funk....You are on FIRE!divasoft wrote:You need to demand from developers a salary for the beta tester job)funk wrote:Glossy material bug
Sheen isnt working on the glossy material
Bring on the HEAT!!!!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
- linograndiotoy
- Posts: 1354
- Joined: Thu Feb 01, 2018 7:10 pm
Edge color is ignored for the Toon Material, it always renders black or dark gray.
Also, the Toon material only works on the first object in the scene, renders totally black for any other object.
Thanks!
Also, the Toon material only works on the first object in the scene, renders totally black for any other object.
Thanks!
Vertex displacement bug? (See later edit. May be a "Merge unwelded vertices" bug)
Vertex displacement seems to be broken in this scene
1. Select the rendertarget
2. Select the "mat1" nodegraph. You can see this is currently using a vector displacement which looks wrong
3. Connect the texture displacement to the material to see the expected result
EDIT: This orbx was exported from modo. After looking at the ABC, I can see not all vertices are connected, so this must be causing problems for the new displacement.
I tried enabling the geometry.abc node import settings for "Merge unwelded vertices" but that doesnt seem to be working
Vertex displacement seems to be broken in this scene
1. Select the rendertarget
2. Select the "mat1" nodegraph. You can see this is currently using a vector displacement which looks wrong
3. Connect the texture displacement to the material to see the expected result
EDIT: This orbx was exported from modo. After looking at the ABC, I can see not all vertices are connected, so this must be causing problems for the new displacement.
I tried enabling the geometry.abc node import settings for "Merge unwelded vertices" but that doesnt seem to be working
- Attachments
-
- broken_vertex_displacement.orbx
- (2.35 MiB) Downloaded 207 times
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
Vertex displacement crash to desktop
While trying some tests with modo's orbx exports, I've run into a file that crashes standalone (crash to desktop).
Sometimes it crashes when you start rendering, other times it crashes if you use the vertex displacement height slider
1. Load this orbx and select the render target (sometimes it crashes here)
2. Select the mat1 node and slide the vertex displacement height from 0 to 1 and back (other times it crashes here)
While trying some tests with modo's orbx exports, I've run into a file that crashes standalone (crash to desktop).
Sometimes it crashes when you start rendering, other times it crashes if you use the vertex displacement height slider
1. Load this orbx and select the render target (sometimes it crashes here)
2. Select the mat1 node and slide the vertex displacement height from 0 to 1 and back (other times it crashes here)
- Attachments
-
- vertex_displacement_crash.orbx
- (1.31 MiB) Downloaded 220 times
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
Confirmed. Scene loaded but moving the height slider indeed crashed RC2.funk wrote:Vertex displacement crash to desktop
While trying some tests with modo's orbx exports, I've run into a file that crashes standalone (crash to desktop).
Sometimes it crashes when you start rendering, other times it crashes if you use the vertex displacement height slider
1. Load this orbx and select the render target (sometimes it crashes here)
2. Select the mat1 node and slide the vertex displacement height from 0 to 1 and back (other times it crashes here)
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
While the denoiser is not actively denoising, it is actually doing a *lot* of work in the background in order to gather enough information to run it. That is what makes it less interactive at that point. I'm not sure there is much we can do about it, but we can investigate.funk wrote:Otoy team,
When we enable the denoiser, viewport interactivity slows down. Is it possible to look into this?
Someone posted an example video (in modo) here: viewtopic.php?p=365499#p365499
video: https://www.mediafire.com/file/kbag4c1t ... g.mp4/file
I have attached the exported ORBX to this post
1. Load IPR Speed Test_house.orbx and click the render target
2. Quickly pan the view with right mouse. It feels smooth and interactive.
3. Select the camera imager and enable the denoiser
4. Pan the view with right mouse. It now feels much slower.
You can also test it with a simpler scene:
1. Grab "Fun_With_Vectron (4).orbx" from this post: viewtopic.php?p=357928#p357928
2. Click "Vetcron Shadertoy Primitives" and pan the view with right mouse. It feels smooth and interactive.
3. Select the camera imager and enable the denoiser (you'll need to add the bool)
4. Pan the view with right mouse. It now feels much slower.