OctaneRender™ 2019.1 XB2

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Notiusweb
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Diffuse color on Metallic Material does not do anything, ie does not alter any color or restart render if changed.
I don't know if it is supposed to do anything?... (but would be cool if it did :D )

The reason I ask is because when added as a part of a layered material, the Diffuse Color is not part of the metallic layer, so was thinking maybe it is supposed to be inactive and maybe only operable in a certain specific situation?

Speaking of Metallic-a,
JUST CALL MY NAME 'CAUSE I'LL HERE YOU SCREAM....
OC-TANE!!
OC-TANE!!...

Oc-taaaaane....
Oc-taaaaaaaaaaayne
8-)
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haze
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funk wrote:I have a scene where AI light is making lights darker (even when there is 1 light)

Here is a stripped down scene with a single emitter mesh. When AI light is enabled, the light becomes darker.
ai_light_change_brightness.jpg
Wallace has fixed this for next release.
J.C
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Location: Wrocław

Volume renderings got worse since the release of 2019.
vdb issue.png
It gets better when Old volume behaviour is disabled but there are still holes in volumes.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
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haze
OctaneRender Team
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Joined: Sun Feb 08, 2015 8:57 pm

J.C wrote:Volume renderings got worse since the release of 2019.
vdb issue.png
It gets better when Old volume behaviour is disabled but there are still holes in volumes.
Can I please have an orbx with this volume?
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funk
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I'm doing some lighting tests with a scene and noticed the AI denoiser is giving me some strange results.

It's adding some extra facial features to the lego faces (kind of creepy!)
ai_denoiser_creepy_lego_face.jpg
I have PMed the orbx link to haze
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haze
OctaneRender Team
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Joined: Sun Feb 08, 2015 8:57 pm

funk wrote:I'm doing some lighting tests with a scene and noticed the AI denoiser is giving me some strange results.

It's adding some extra facial features to the lego faces (kind of creepy!)
ai_denoiser_creepy_lego_face.jpg
I have PMed the orbx link to haze
Thanks funk, we're looking into it.
J.C
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Location: Wrocław

haze wrote:
J.C wrote:Volume renderings got worse since the release of 2019.
The attachment vdb issue.png is no longer available
It gets better when Old volume behaviour is disabled but there are still holes in volumes.
Can I please have an orbx with this volume?
Sure, here it is.
Attachments
clouds_vdb3.orbx
(1.02 MiB) Downloaded 230 times
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
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wallace
OctaneRender Team
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Notiusweb wrote:Diffuse color on Metallic Material does not do anything, ie does not alter any color or restart render if changed.
I don't know if it is supposed to do anything?... (but would be cool if it did :D )
Hi,

For more information about metallic material, please check: https://docs.otoy.com/StandaloneH_STA/S ... ight=metal

I'll explain it briefly here, basically the specular map controls the amount of contribution ratio of metallic specular reflection vs diffuse. By default, the specular map does not have a node, and this defaults to 1.0, meaning that there is full contribution of metallic reflection, and no diffuse contribution. This is why when you change the diffuse color, it doesn't seem to do anything, because there is no diffuse contribution anyway.

If you attach a texture node there, let's say grey scale, and reduce it to something less than 1.0, then you will start seeing the diffuse reflection there.
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Notiusweb
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Joined: Mon Nov 10, 2014 4:51 am

wallace wrote:
Notiusweb wrote:Diffuse color on Metallic Material does not do anything, ie does not alter any color or restart render if changed.
I don't know if it is supposed to do anything?... (but would be cool if it did :D )
Hi,

For more information about metallic material, please check: https://docs.otoy.com/StandaloneH_STA/S ... ight=metal

I'll explain it briefly here, basically the specular map controls the amount of contribution ratio of metallic specular reflection vs diffuse. By default, the specular map does not have a node, and this defaults to 1.0, meaning that there is full contribution of metallic reflection, and no diffuse contribution. This is why when you change the diffuse color, it doesn't seem to do anything, because there is no diffuse contribution anyway.

If you attach a texture node there, let's say grey scale, and reduce it to something less than 1.0, then you will start seeing the diffuse reflection there.
Ohhhhhh....
Specular Map...

I mean, of course...Right, yes. Absolutely...Specular Map....I knew that
:oops:

THX!
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andrear
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Location: milan, italy

edit
I just realized that this build doesn't have any RTX support. Now, this makes the oddities even stranger.

may be it's normal behavior (I read the whole post here, but I don't remember any similar problems), but I found overall differences in the lighting scene and textures.
see the attached files, an interior scene I'm working on.
The first image is rendered with 4.04 while the other with 2019xb2.
No changes were made to the nodes except for a lower exposure value in the 2019 ones.
is this related to the way the rtx cores handle reflections and shadows?
I also see big differences on some textures, look at the ceramics or the inox steel taps.
another oddity is the vertical shift in the renders from the 2019 build, where you can clearly see the towels in the background that are cut and slid at the small opening between the two glass doors.
thank's in advance for your answer,
andrea
Attachments
4.04 5000pass Pt. exp 1.5
4.04 5000pass Pt. exp 1.5
2019 xb2 5000pass Pt. exp 1
2019 xb2 5000pass Pt. exp 1
2019 xb2 5000pass Pt. exp 1.5
2019 xb2 5000pass Pt. exp 1.5
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