More bugs:
- The "floatimage" node doesn't like DDS files. They work with normal "image" nodes, but the same texture loaded with "floatimage" just produces pixel garbage.
- Alpha transparency of a rendered image is solid behind glas objects (geometry with specular material) unless I decrease opacity. Therefore it is nearly impossible to compose a background behind windows and keep the reflection at the same time.
- If I unplug a connection to some parameter, the parameter vanishes from the node inspector at all instead of switching back to some default value, until I manually plug another node (floattexture for example) into this parameter input.
OctaneRender® 1.025 beta2.57 release [obsolete]
Using Octane 1.11 on Intel Core i7 3770K @ 4,4 GHz / 16GB RAM / EVGA GTX670 SC+ 4GB driver 306.97 / Win7 x64 SP1
- The "floatimage" node doesn't like DDS files. They work with normal "image" nodes, but the same texture loaded with "floatimage" just produces pixel garbage.
I tested a few formats here, and Octane doesn't load all formats correctly. I haven't found an image that loads correctly as an image node but not as a floatimage though. Can you send us the image you're trying to load?
- Alpha transparency of a rendered image is solid behind glas objects (geometry with specular material) unless I decrease opacity. Therefore it is nearly impossible to compose a background behind windows and keep the reflection at the same time.
We may look into this later.
- If I unplug a connection to some parameter, the parameter vanishes from the node inspector at all instead of switching back to some default value, until I manually plug another node (floattexture for example) into this parameter input.
We will solve this problem in one of our next releases.
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Roeland
I tested a few formats here, and Octane doesn't load all formats correctly. I haven't found an image that loads correctly as an image node but not as a floatimage though. Can you send us the image you're trying to load?
- Alpha transparency of a rendered image is solid behind glas objects (geometry with specular material) unless I decrease opacity. Therefore it is nearly impossible to compose a background behind windows and keep the reflection at the same time.
We may look into this later.
- If I unplug a connection to some parameter, the parameter vanishes from the node inspector at all instead of switching back to some default value, until I manually plug another node (floattexture for example) into this parameter input.
We will solve this problem in one of our next releases.
--
Roeland
We found the problem with the floatimage textures, it was the same problem as http://www.refractivesoftware.com/forum ... 114#p81114 , which will be fixed in the next release.bb3d wrote:- The "floatimage" node doesn't like DDS files. They work with normal "image" nodes, but the same texture loaded with "floatimage" just produces pixel garbage.
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Roeland
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
no alpha through specular mats it isn't a bug but the lack of a feature.
I guess it's on the to do list...because without it we can't make pro compositions.
I guess it's on the to do list...because without it we can't make pro compositions.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
@roeland:
Good to know, that you nailed that floatimage bug down.
I attached an image to show the alpha channel problem mentioned above.
Today I found another strange behavior. I was testing HDR environments and first was excited about the lightning fast rendering. With the direct lighting kernel the image was clear after only 5 seconds using only 1000 s/px. But the lighting appeared too flat, therefore I increased the gamma of the HDR texture from 1 to 2.5 and also increased the power a little bit. The result was lots of noise at the parts of the model that were lit by the brightest part of the HDR (the sun). I had to increase the samples to 32000 which resulted in a render time of approx 10 minutes. From 5 seconds to 10 minutes just because of an increased HDR gamma
It seems to be a similar problem as with other small and/or very bright light emitters, the sample ratio has to be increased to reduce noise. Maybe Octane should treat HDR files in a way to automatically increase the sample ratio in very bright parts of the environment. And it would be very useful if we could attach different images for background and IBL, because for IBL a blurry lowres image is sufficient and would help to reduce the noise.
Good to know, that you nailed that floatimage bug down.
I attached an image to show the alpha channel problem mentioned above.
Today I found another strange behavior. I was testing HDR environments and first was excited about the lightning fast rendering. With the direct lighting kernel the image was clear after only 5 seconds using only 1000 s/px. But the lighting appeared too flat, therefore I increased the gamma of the HDR texture from 1 to 2.5 and also increased the power a little bit. The result was lots of noise at the parts of the model that were lit by the brightest part of the HDR (the sun). I had to increase the samples to 32000 which resulted in a render time of approx 10 minutes. From 5 seconds to 10 minutes just because of an increased HDR gamma

It seems to be a similar problem as with other small and/or very bright light emitters, the sample ratio has to be increased to reduce noise. Maybe Octane should treat HDR files in a way to automatically increase the sample ratio in very bright parts of the environment. And it would be very useful if we could attach different images for background and IBL, because for IBL a blurry lowres image is sufficient and would help to reduce the noise.
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Using Octane 1.11 on Intel Core i7 3770K @ 4,4 GHz / 16GB RAM / EVGA GTX670 SC+ 4GB driver 306.97 / Win7 x64 SP1
Any chance for an OSX 64bit release? I mean, 32bit on OSX it's practically dead.
+1000papillon wrote:Any chance for an OSX 64bit release? I mean, 32bit on OSX it's practically dead.
now that, with lion, is possible to run octane with GTX 5XX (like the GTX 580 3GB), it's completly a nonsense to build it at 32bit only

ciao beppe
I am new man here. Hello every one! Nice to meet you all!!!