OctaneRender™ Standalone 3.00 alpha 1

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Silverwing wrote:
manalokos wrote:Volumes cause light to enter inside closed spaces.
I attached an image illustrating what happens inside a closed box when a volume intercepts the surface.
Hi there. I just wanted to let you know that I am running into the same problem.
I know its being looked after. Just wanted to confirm that there is a problem with shadows!
Shadow_Problem.jpg
nice rendering. How much slowdown do you get when you add smoke?
THAnks
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

glimpse wrote:Think I've found an issue/bug (& sorry if it was mentioned somewhere, but I haven't found anything on that yet =)

the idea is pretty simple here, as you bump resolution up & up You see multiple GPUs utilised worse & worse (I can give multiple screenshots if interested..)

Let's say if You rendering 1kx1k output.. three local GPUs are 99% load 99% percent of time.. however..if You push resolution higher.. one GPU stays fully loaded all the time, while others keep dropping down.. & You see those 0% GPU loads for longer & longer periods =)

I'm not sure what that cause & so, first though that this might help, but it seems that's not the case:
"Minimize net traffic", if enabled, distributes only the same tile to the net render slaves, until the max samples/pixel has been reached for that tile and only then the next tile is distributed to slaves. Work done by local GPUs is not affected by this option.
It's the tone mapping which blocks rendering, even if only GPU does the actual tonemapping. That's why you can now increase the tonemap interval to up to 120s to reduce the overhead. I haven't looked into this yet in detail so there may be a different issue, too.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

oguzbir wrote:It's me again asking for displacement :)

Is it hard to implement a softening parameter for displacement maps?

since displacement node takes in account of every pixel. This makes hard for me to use displacement all the time.

Btw I do not mean blurring the image. But overall normalising or interpolating the height differences thus giving us more smooth surface?

Best,
I don't think, that can be done, but we would need to look into displacement in more detail to be sure. Don't have time for this right now unfortunately, but it's on the to-do list.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

haze wrote:
gardeler wrote: -The volume loader drops all of it's settings if you save and open your octane file. (reverts to default)
This has been fixed in alpha 2, soon to be released.
gardeler wrote: -As someone else mentioned before, adaptive grid is not supported. (position of the grid changes every frame.) This is a must work, since working without it is pretty much impossible. :)
There were some issues with grid positioning early on. If you are still experiencing some grids moving inexplicably while scrubbing the timeline after alpha 2 comes out, please send me the scene. OpenVDB is adaptive in the sense that it can be dynamically updated, but this is only useful for programs that actually run simulations of liquids and gasses. To export an explosion for example, we are forced to save 1 VDB for every frame you wish to render.
gardeler wrote: -Would be great to be able to see the different channels in the grid. (especially to get the names right.) Perhaps a drop down list? :D Look at the vray volumeGrid for inspiration.
We were already planning to change these to dropdown boxes... :)
gardeler wrote: -It is great that we now have the support for animated textures. But it would be great to have a simpler version of it as default, just using frame numbers. (I only used the one located in the volume loader.)
I believe if you normally work using frame numbers, that preference should be saved and become default. Is this not the case when you were using it?
gardeler wrote: -Some of my openVDB's does not read on windows, but they work fine on linux?
Did octane crash or give you an error? Please let me send me copies of these VDBs so that I can fix this. There have been some issues with volume importing, particularly memory footprint, so it is possible that this was the cause.
gardeler wrote: -If you have loaded some animated alembic files in your scene, and add volume sequence using the animation option in the loader, it changes the whole timeline to that. That does not seem right.
I can't seem to reproduce this. Are you able to send me the orbx please?
gardeler wrote: ... and I really look forward to use a version that supports adaptive grids!! (so we can render some animations!!)
As I mentioned above, you need to export a number of VDBs and setup an animator on your volume node in order to animate an explosion/fire etc. There will be some motion blur implemented eventually on this. Let me know if I misunderstood.
Thanks for the answers Haze! Sounds good. How soon can we get Alpha 2? I'm very eager!!



I might need to clarify some things in my previous post.

In regards to the issue of the grid jumping around inside octane:
- In my test scene, it looks like that when the grid expands, it is growing from one of the corners of the grid, even though the emitter is in the center of the grid, and it should expand from there. (similar to a 3D object that has the pivot the wrong place.

The animated texture frame number thing:
-Yes, we do work with frame numbers a lot. And i think it is strange that Octane SA does not seem to use the "standard timeline" for this. Lets say I have a scene that goes from 1017 to 1249 in Maya. I then export my geometry as alembic files for that sequence, and read them into octane. But octane would say that my animation numbers is 1-232. This gets annoying when you are asked to go to frame xxxx in octane, and you have to dig out the calc to figure that out. Cause the strange thing is that octane uses the correct frame numbers under the hood, but NOT in the GUI. (why is that?) I often shuffle alembics between max, maya and houdini. All those timelines work as expected.
In production all timelines are synced, so if you animating a texture in nuke or AE, this would be done using the same frame numbers and fps. So that when I'm on frame 1154 in maya, it will read the texture.1154.exr in. To do this in Octane we use the excellent script provided by GRIMM in the thread: viewtopic.php?f=73&t=43806&start=20#p214719
it does exactly what we need. And this is what the new texture animation dialog needs. (definitely keep what you have, just add this checkbox!) And THAT is what we need in the volume loader too. If you do sims in houdini or max or any other 3D app, you will most likely have the same timeline.

To sum up the animated texture stuff:
-Octane should have "real" frame numbers on the timeline to match the other apps (and the ability to change the timeline manually! If you have loaded one object in your scene that has 5000 frames of animation, but your shot only is 50 frames long, it is impossible to hit individual frames.)
-Volume reader should support "use framenumbers"
-Texture reader should support "use framenumbers"
-Alembic reader should support "use framenumbers" (for supporting per frame alembics. Helps a lot when creating very long and heavy files)
Again check GRIMM's script.

I will try to get you some more info on the other problems.. (screengrabs or files.)

Thx
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

gardeler wrote:Thanks for the answers Haze! Sounds good. How soon can we get Alpha 2? I'm very eager!!
You have to wait until it gets released of course.
...

The animated texture frame number thing:
-Yes, we do work with frame numbers a lot. And i think it is strange that Octane SA does not seem to use the "standard timeline" for this. Lets say I have a scene that goes from 1017 to 1249 in Maya. I then export my geometry as alembic files for that sequence, and read them into octane. But octane would say that my animation numbers is 1-232. This gets annoying when you are asked to go to frame xxxx in octane, and you have to dig out the calc to figure that out. Cause the strange thing is that octane uses the correct frame numbers under the hood, but NOT in the GUI. (why is that?) I often shuffle alembics between max, maya and houdini. All those timelines work as expected.
In production all timelines are synced, so if you animating a texture in nuke or AE, this would be done using the same frame numbers and fps. So that when I'm on frame 1154 in maya, it will read the texture.1154.exr in. To do this in Octane we use the excellent script provided by GRIMM in the thread: viewtopic.php?f=73&t=43806&start=20#p214719
it does exactly what we need. And this is what the new texture animation dialog needs. (definitely keep what you have, just add this checkbox!) And THAT is what we need in the volume loader too. If you do sims in houdini or max or any other 3D app, you will most likely have the same timeline.

To sum up the animated texture stuff:
-Octane should have "real" frame numbers on the timeline to match the other apps (and the ability to change the timeline manually! If you have loaded one object in your scene that has 5000 frames of animation, but your shot only is 50 frames long, it is impossible to hit individual frames.)
-Volume reader should support "use framenumbers"
-Texture reader should support "use framenumbers"
-Alembic reader should support "use framenumbers" (for supporting per frame alembics. Helps a lot when creating very long and heavy files)
Again check GRIMM's script.

I will try to get you some more info on the other problems.. (screengrabs or files.)

Thx
I assume you are talking of the time slider in the viewport. Could you post a simple example? It could be that the Alembic export is already shifted. You can verify by loading the exported Alembic file into some other program that supports animated Alembic files.

In general there are no frame numbers in Alembic, only time stamps. You have to set up the frames per second in the project yourself. After that the frames should match. If not, please send us an example.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

abstrax wrote: You have to wait until it gets released of course.
Yes, of course, but when IS that?!? :P
abstrax wrote: I assume you are talking of the time slider in the viewport. Could you post a simple example? It could be that the Alembic export is already shifted. You can verify by loading the exported Alembic file into some other program that supports animated Alembic files.

In general there are no frame numbers in Alembic, only time stamps. You have to set up the frames per second in the project yourself. After that the frames should match. If not, please send us an example.
In octane, the first frame is always 1. No matter what frame you had in your timeline in the app you exported your animation from. But that frame 1 would always be the corresponding to the first frame of your exported alembic file. The last frame would be the last frame of the exported alembic. So it is ignoring all the seconds BEFORE the exported objects first frame. (only in the gui, when rendered in command line, the real frame numbers works )

It is like the timeslider in the viewport is working in "local object time" in stead of "global universe time" if that makes any sense. :)

Ill post an example.
gardeler
Licensed Customer
Posts: 121
Joined: Fri Feb 22, 2013 5:10 pm

Just noticed this in the release notes for v-ray 3.3, and since the issue keeps popping up here, it might be relevant for some of you. :)

"Perfectly smooth edges at render time with no additional modeling – based on licensed technology from NVIDIA"

..hey, isn't that the same company who created CUDA?? :) So maybe that technology would work with octane too..?

Here is more info:
http://www.cgchannel.com/2015/12/chaos- ... r-3ds-max/

The example in the video illustrates the power of it quite well.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

gardeler wrote:Just noticed this in the release notes for v-ray 3.3, and since the issue keeps popping up here, it might be relevant for some of you. :)

"Perfectly smooth edges at render time with no additional modeling – based on licensed technology from NVIDIA"

..hey, isn't that the same company who created CUDA?? :) So maybe that technology would work with octane too..?

Here is more info:
http://www.cgchannel.com/2015/12/chaos- ... r-3ds-max/

The example in the video illustrates the power of it quite well.
that Ray Traced Rounded Corners looks good and fast
User avatar
RobSteady
Licensed Customer
Posts: 618
Joined: Thu Jun 07, 2012 7:33 am
Contact:

Goldorak wrote:Alpha 2 scheduled for next week. (Wed Dec 09)
Goldorak, how is it going?
Last edited by RobSteady on Mon Dec 21, 2015 3:52 pm, edited 1 time in total.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
c4d
Licensed Customer
Posts: 24
Joined: Wed Feb 25, 2015 2:12 pm

hi admin! how to save deep animationsecqunce .exr files? Seems like the batch rendering can only save regular exr but not a deep exr??

Hi admin, I still got no answer~ would u please explain how to save animation secquence deep exr files??or should I save the deep exr file frame by frame?? :oops: :oops: Thanks!
Post Reply

Return to “Development Build Releases”