sethRichardson I replied to your PM, but will also add the info here.
I had a quick look at your file and noticed your "Noise_001" texture power is set to 0.100.
If you set this to 1.0 (10 times higher), then reduce your bump height by 10x (0.000010), the artifacts will go away.
For best results with the new bump height method, you need to leave your input textures at 1.0, then use the bump height pin to control the height instead.
Let me know if this works for you.
OctaneRender® 2023.1 Beta 3
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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.
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 think that you have too small "bump height" ( which is not height but some of the semi-blur effect ) amount and try lower bump strength/amount in bump image node.sethRichardson wrote:Seems like bump mapping in Octane is having some issues.
Generally bumps in Octane have issues because they are too harsh. It cause errors during rendering especially if they are very dense. Octane really needs true gaussian blur option for them.
Bump Height is misleading - this is not height but as I see it mimic blurring by moving bump samples outside of its centre. Bump height is done by bump image strength right ?
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Perspective projection issue. It create mirrored by U and V axis copy of the same image :
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Sorry my fault, it was caused because I doing this inside HDRI Environment object and it needs to be clamped by gradient.john_otoy wrote:Can you provide an ORBX so we can take a look at it? Thanks
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Otoy,
Have you ever made a complex scene that contains animations, VDBs, particle systems like tyflow, itoo forests, liquids, mesh deform, etc to look for bugs? I noticed we get the most bugs from complex scenes.
I think you should make a scene like this for internal testing.
Have you ever made a complex scene that contains animations, VDBs, particle systems like tyflow, itoo forests, liquids, mesh deform, etc to look for bugs? I noticed we get the most bugs from complex scenes.
I think you should make a scene like this for internal testing.
- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
First of all thank you for alle the great features! Second of all I just want to +1 on the bump and noisy refraction/reflections issues. These two are my main problems at the moment with octane.
All the best
All the best
Can you provide an ORBX for us to look at? You did not reply the last time I PMed you.coilbook wrote:Otoy,
Have you ever made a complex scene that contains animations, VDBs, particle systems like tyflow, itoo forests, liquids, mesh deform, etc to look for bugs? I noticed we get the most bugs from complex scenes.
I think you should make a scene like this for internal testing.
I noticed problem using Octane Standalone in Windows 11. When more than one Octane windows are opened and we want to close them all, the Octane close splash screen is not visible because it is covered by other windows. We must manually find these small splash windows individually which is time consuming if we had more Octane windows opened before.
These close splash screens should have "always on top" display method enabled like in other typical Windows aplications.
These close splash screens should have "always on top" display method enabled like in other typical Windows aplications.
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