OctaneRender 2020.1 LightWave Production build 2020.1.2.0

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juanjgon
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BorisGoreta wrote:This version is broken so don't use it in production, took me whole day to figure out it was this versions fault, went back one version and all is fine.

In animation rendering some objects just disappear and then appear back some frames later, plus some GPUs render them and some don't so sometimes they render semitransparent because of that.
I wonder if this is because of the optimizations they did for older cards to match the speed of some previous Octane versions since I have a mix of old and new cards.

- Fixed performance regression in Pascal devices compared to 2019.1.5.
I've reported this issue to the core devs to check what they can find about it.

Thanks,
-Juanjo
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bepeg4d
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Hi Boris,
do you mind to share an .orbx scene that shows the issue?
You can share a link to dropbox or google drive via PM.
ciao Beppe
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BorisGoreta
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I am back on the current version and the scene now works, strange. I will report if it happens again.
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juanjgon
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Lewis wrote:Thanks Juan, really nice update.

BTW i think this is typo error here in Universal Camera DOF Tab?
Says "Apperture Roundedness" Shouldnt it be "Roundness", it has extra "de"
Hmm, in Standalone it is also "Apperture Roundedness"

Thanks,
-Juanjo
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Lewis
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juanjgon wrote:
Lewis wrote:Thanks Juan, really nice update.

BTW i think this is typo error here in Universal Camera DOF Tab?
Says "Apperture Roundedness" Shouldnt it be "Roundness", it has extra "de"
Hmm, in Standalone it is also "Apperture Roundedness"

Thanks,
-Juanjo
Yep you are right that is also used word in English dictionary, sounded weird to pronounce, sorry then :).
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Lewis
http://www.ram-studio.hr
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ICQ - 7128177

WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
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juanjgon
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Lewis wrote:Also please check Universal Camera option called "Keep Upright", That should be same as "Perspective correction" at regular ThinLens camera (Why name change ? OTOY ?) but for some reason when it's ON it ignores Pitch channel rotations completely which is wrong 'coz then it can't be matched to ThinLens camera or LW shift Camera (arch-Viz camera) so working with that option in OGL is impossible to match angles.
I think that these options are not the same. In the universal camera docs, the description of the keep upright feature is "If enabled, the camera is always oriented towards the horizon and the up-vector will stay (0, 1, 0), i.e. vertical." while the description of the perspective correction feature in the thinlens camera is "Perspective correction keeps vertical lines parallel if up-vector is vertical."

I think that the problem here is that the Universal camera doesn't have the perspective correction feature, as it is implemented in the thinlens camera.

Thanks,
-Juanjo
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Lewis
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juanjgon wrote:
Lewis wrote:Also please check Universal Camera option called "Keep Upright", That should be same as "Perspective correction" at regular ThinLens camera (Why name change ? OTOY ?) but for some reason when it's ON it ignores Pitch channel rotations completely which is wrong 'coz then it can't be matched to ThinLens camera or LW shift Camera (arch-Viz camera) so working with that option in OGL is impossible to match angles.
I think that these options are not the same. In the universal camera docs, the description of the keep upright feature is "If enabled, the camera is always oriented towards the horizon and the up-vector will stay (0, 1, 0), i.e. vertical." while the description of the perspective correction feature in the thinlens camera is "Perspective correction keeps vertical lines parallel if up-vector is vertical."

I think that the problem here is that the Universal camera doesn't have the perspective correction feature, as it is implemented in the thinlens camera.

Thanks,
-Juanjo
Could be, but then it's omission by Octane CORE, can you ask DEV TEAM to fix that 'coz without that feature Universal camera is pretty limited (useless?) for Ach-Viz usage. If i can't render same angle what i see from OGL view it's not gonna be useful :(.

thanks
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177

WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
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BorisGoreta
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Can we achieve chromatic aberration with the new universal camera ?
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juanjgon
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BorisGoreta wrote:Can we achieve chromatic aberration with the new universal camera ?
Hmm, I think that this effect is not available in the Universal camera, even in Standalone, isn't it?

Thanks,
-Juanjo
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