Octane Render 1.022 beta2.2 RC3 available [obsolete]

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Hris
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Posts: 23
Joined: Thu Jun 03, 2010 8:21 pm
Location: Poznan
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Hello dear friends!
I noticed some strange thing in quality od rendered picture (RC3).
I made 2 tries - first for 32 minutes of rendering and next one for 93 minutes rendering.
The differences in quality (noise) are almost INVISIBLE. There are almost the same count of hotpixels (strongly visible) i see only little differences on glass doors and little less noise (reaaaaaallly little less) on other parts of rendered pictures.
And some parts of model are still unfinished (looks like blurred). i had a depth of field turned OFF. Aperture almost 0.
Resolution - 3200x1600.
Triangles - 1103960 (rather biiig scene).
Rendering Mode - pathtracing with 2x2 subsampling.
is it OK - i thought that 3x times more rendering should definitly change a quality of noise.
Is it problem with glossy material? (most part of model are texture by GLOSSY metal, and these parts are noisy the same after 32 or 93 minutes. hotpixels are still to much visible -after 32 minutes and after 93 minutes of rendering).
Is any chance to get better quality in next release? especially in glass (too many hot pixels) and glossy metals.

Respect for You team Radiance for biiig job for our community:)
Kind Regards
Hris
Attachments
This is picture renderer in 32 minutes
This is picture renderer in 32 minutes
This is picture rendered in 93 minutes
This is picture rendered in 93 minutes
Win 7 64 bit, i7-970 OC to 3.9 Ghz, GTX580 3GB + GTX560 Ti 2GB, 18 GB Ram
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi, as said we're working on MLT for the next release...
This release candidate is old and has already been released.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
JackMcRip
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Hi there,
I have no known about render algorithm.

Everytime I see the white pixel I thinking about a beauty pass.
Is it not possible to detects the white pixel an render this pixel new ?
Or a post beauty pass to smooth it ?

As I say - I have no known about it ;-)
C4D + ZBrush User
Use AMD Phenom 9850, GeForce 8600 256MB, 8GB
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

do you know of an algorithms that can detect / remove fireflies perfectly without blurring the image ?)
we're working on alternative solutions, just bare with us...

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
cgbeige
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Posts: 127
Joined: Sun Apr 04, 2010 5:30 pm

Photoshop's Dust and Scratches filter (the best method of removing fireflies) works by evaluating the contrast of surrounding pixels and says "anything over this contrast threshold is considered dust and is removed". The problem is that it can nuke fine details if used aggressively so it's best used with a selection. If you can somehow figure out what is object and what is noise, this algorithm would work great:

http://dl.dropbox.com/u/7990437/dustandscratches.mov

Unfortunately, the archviz image in the post above is exactly the kind of image that doesn't work with a global dust and scratches. The 1-pixel lines in the arch get eaten badly.

I grabbed that image from a fireflies thread - sorry for the laziness.
sam75
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Posts: 207
Joined: Sat Jan 16, 2010 9:03 pm
Location: Paris

cgbeige wrote:Photoshop's Dust and Scratches filter (the best method of removing fireflies) works by evaluating the contrast of surrounding pixels and says "anything over this contrast threshold is considered dust and is removed". The problem is that it can nuke fine details if used aggressively so it's best used with a selection. If you can somehow figure out what is object and what is noise, this algorithm would work great:

http://dl.dropbox.com/u/7990437/dustandscratches.mov

Unfortunately, the archviz image in the post above is exactly the kind of image that doesn't work with a global dust and scratches. The 1-pixel lines in the arch get eaten badly.

I grabbed that image from a fireflies thread - sorry for the laziness.
I think this is the best option: http://www.mediachance.com/digicam/hotpixels.htm
Win7 x64 - I7 920@4Ghz - 6Go DDR3 - GTX470
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Elvissuperstar007
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please add the function of adjusting texture coordinates))) please ..... please ...

really need like modifier UVW map in 3dsMax
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Octane.jpg
mentalray2.jpg
mentalray.jpg
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
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radiance
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Elvissuperstar007 wrote:please add the function of adjusting texture coordinates))) please ..... please ...

really need like modifier UVW map in 3dsMax
hi, you can scale your u and v coordinates for your image textures already with the scale float node on the image texture.
if you change it to a float2 you can do it individually for u and v and tile uv maps if you like.

i don't understand what's wrong with the images you posted, if you export your uv maps propperly it should render identical not ?

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
sam75
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Location: Paris

You can't modify your uv coordinate inside your material editor (this is what you did right ?), obj will not export this settings, it will read onlu the uv coordinates of your mesh, so you have to keep you default tiling settings in the material editor and use uvwmap or unwrap modifiers only.
Win7 x64 - I7 920@4Ghz - 6Go DDR3 - GTX470
RK-art
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Posts: 39
Joined: Thu Jul 01, 2010 10:09 pm

maybe I found two bugs when using multiple GPU's. (?)

I have two 8700M GT-Cards in my notebook.
1)
Adding the second GPU works only if I do it before I initiate the first render-process, after that I cannot add the second GPU any more.

With a scene exported from Cinema 4D (with plugin and normal obj.-Export as well)

2)
Adding a new texture within a material when using 2 GPU leads to a divided render-screen, meaning the right site of the View is actualized as it should be, the left site freezes in a bright version of the previous state.
Saving and reopening and re-rendering the scene results also in a divided render-screen, right site is ok, left site remains black.

After closing and re-opening Octane, loading the saved scene and rendering it with two GPU the fault remains, the left half-part of the render-screen turns slowly into black.

Reopening the saved scene and rendering it with only one GPU results in totally black render-screen.

Also removing the texture doesn't fix it any more, the file seems to be corrupted as it always shows now a divided render-screen when using 2 GPU.

Edit:

I re-exported the scene again with the current plugin-exporter, now it works without faults.
But changing the texture again reproduces the fault described above.

Only changing the render-resolution-settings helps to get back a correct rendering.

Furthermore, it seems that I am limited to use relatively small texture sizes with octane.
My 2 GPU have each 512 MB RAM, so with 2 GPU rendering it should be around 1 GB RAM totally.
But when I use a texture-size bigger than 2x2K in a material, Octane crashes immediately.
Normally, I use with Vray and Maxwel 4x4K as a minimum and 8x8K for Head-Portraits.
And as I cannot add any RAM to my Notebook-GPU's, beeing limited to 2x2K with Octane is not so nice. :cry:

What about adding a CPU- & CPU-RAM-usage to the program-code of Octane ?
I also read about the new Arion-render who also uses GPU's, but also along with the traditional CPU and RAM.
I think that would make also very much sense to Octane to use all the power the system can provide.
Win 7 Ultimate 64 / 4 x Geforce GTX 590 / Intel 7 @4.00 Ghz / 24GB RAM
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