OctaneRender™ 2018.1 XB1
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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.
Hi Haze,haze wrote:Is it possible for us to take a look at the scene orbx?coilbook wrote:Can anyone from otoy explain why with ai lights and update on the image is noisier than than with ai lights off. Thanks
I sent you PM with the link to the scene. it is 3ds max scene. I had no time to convert to orbx. You can try frame 600 and with ai lights on and off while viewport is opened beaty pass only. Thank you
Holy F$%^! FBX's import with materials....PBR! they are coming in as Universal!!!
Only thing is the materials are all coming in at 0% Opacity, so I have to raise all to 100%.
But, still...awesome

Only thing is the materials are all coming in at 0% Opacity, so I have to raise all to 100%.
But, still...awesome



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
Could there be some way to set another object in scene as an axis for the Spectron lights, they are very difficult to work with, for direct targeting, I am finding.
You would really need one of those 3DS Max-like 4 way split screens showing Top/side/straight viewpoints etc....
You would really need one of those 3DS Max-like 4 way split screens showing Top/side/straight viewpoints etc....
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
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Nice!.. It has been my hope that this was going to be the case with glTF 2.0 import. I think I have my answer.Notiusweb wrote:Holy F$%^! FBX's import with materials....PBR! they are coming in as Universal!!!
Only thing is the materials are all coming in at 0% Opacity, so I have to raise all to 100%.
But, still...awesome![]()
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Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
BTW - Spectron is awesome
Tonight, I celebrate my love, for you.....
My dedicated song to Octane, now that I explored import of FBX with materials, and Spectron: Tonight, I celebrate my love, for you.....
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
Otoy - when I import the FBX it came in with 0% texture opacity on all channels.
Maybe have an option in FBX preferences, for material import, where you could have an Opacity Import amount (0%-100%).
Then I could set it to 100% and, voila!
Or, have it auto-default to RGB-white, which is 100%.
You know what...just realized, PBR applications sometimes will have a color defaulted for Opacity, usually is white.....
Sometimes they are not auto-populated, but if they were to be, looks as though Octane would yes import them in at 100%.
Still, would be nifty for those cases where Opacity map color is void/black.
Maybe have an option in FBX preferences, for material import, where you could have an Opacity Import amount (0%-100%).
Then I could set it to 100% and, voila!

Or, have it auto-default to RGB-white, which is 100%.
You know what...just realized, PBR applications sometimes will have a color defaulted for Opacity, usually is white.....
Sometimes they are not auto-populated, but if they were to be, looks as though Octane would yes import them in at 100%.
Still, would be nifty for those cases where Opacity map color is void/black.
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
In the node list for this build you have Vectron, but not Spectron.
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
- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
- Contact:
roeland wrote:Hi, we will improve this during the next releases.Jolbertoquini wrote:Hi Guys,
I did some test on the Cryptomatte, and there is some issues on the output weird black pixels on the output. Also I would like to ask to have the passes working with the Info kernel so we could have just this passes as one exr for faster output if I add material ID (ao, depth, wireframe) and add cryptomatte as passes is not working, I guess need the sampling information maybe the reason is working only with the main Path tracer kernel.
Otherwise when I'm rendering such HD or 4K the black pixel is such small (cause one pixel) is hard to spot, but for small images size is spot on, best to see if we can have better result.
Thanks a lot Guys great work so far.
Cheers,
JO
--
Roeland
Hi Roland,
Thank you, to let us know. Also I would like to ask a question for the object ID on the cryptomatte the problem is by default "objectlayer" has always same name on the scenes when export from the plugs I think for this feature to work we need make sure automatic on any plug should rename the "object layer" with different names to work is a pain in the neck when we have more then 100 nodes on the scene and they all have same name could we have a name automatic with number on standalone or a script to change that automatic? to "object layer_1" and _2,_3 and etc. Would be a great thing.
EDIT:
I tested with a plug export in alembic and the "object layer" node has different names but is not recognised on cryptomatte object id pass.
maybe need to be recognised in a automatic way like the object id pass ? this would solve everything actually, what you guys think?
Cheers,
JO
Last edited by Jolbertoquini on Thu Dec 13, 2018 12:39 pm, edited 2 times in total.
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