Please send us a test scene. I'll look into it.noldo wrote:sometimes the displacement does not update correctly (transparent).
OctaneRender™ 2019.1 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.
Something that doesn't get talked about enough, by me, myself, and me as well, is the Hair shader that is coming as part of 2019.
Is this a new type of material 'mode' that would be able to be instantly applied to a mesh to make it appear like hair, or is it just a material 'preset', kind of like the online database has, tat makes use of already existing material modes, such as Mix, Universal, etc..
Is this a new type of material 'mode' that would be able to be instantly applied to a mesh to make it appear like hair, or is it just a material 'preset', kind of like the online database has, tat makes use of already existing material modes, such as Mix, Universal, etc..

Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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- Hesekiel2517
- Posts: 457
- Joined: Mon Nov 23, 2015 10:57 pm
Is there a way to speed up volumetric ies lights? Don't get me wrong ist much better since V3 but still not really usable for me. The noise near the lightsources is very bad and needs tens of thousends of samples till it clears up. The Denoiser helps sometimes, but for good results it needs a better image to start with.
Thanks in advance!
Thanks in advance!
I'm excited about the new hair shader as well. As I understand that isn't expected until 2019.2.Notiusweb wrote:Something that doesn't get talked about enough, by me, myself, and me as well, is the Hair shader that is coming as part of 2019.
Is this a new type of material 'mode' that would be able to be instantly applied to a mesh to make it appear like hair, or is it just a material 'preset', kind of like the online database has, tat makes use of already existing material modes, such as Mix, Universal, etc..
+1 Special Hair shader like in cycles will be very useful thing.Iceman9 wrote:I'm excited about the new hair shader as well. As I understand that isn't expected until 2019.2.Notiusweb wrote:Something that doesn't get talked about enough, by me, myself, and me as well, is the Hair shader that is coming as part of 2019.
Is this a new type of material 'mode' that would be able to be instantly applied to a mesh to make it appear like hair, or is it just a material 'preset', kind of like the online database has, tat makes use of already existing material modes, such as Mix, Universal, etc..
I have found in every rendering paradigm out there that hair really is the Grim Reaper when it comes to render time.
In Octane I can render a bald head @1080p in 1-2 seconds. With complex hair it runs towards 10-12 seconds.
Even realtime engines like Unreal cut corners by having low definition hair and limited transparency layers for in-game characters, although they showcase and market full sized head busts as if it were accurate examples of what their characters look like.
In Octane I can render a bald head @1080p in 1-2 seconds. With complex hair it runs towards 10-12 seconds.
Even realtime engines like Unreal cut corners by having low definition hair and limited transparency layers for in-game characters, although they showcase and market full sized head busts as if it were accurate examples of what their characters look like.
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
Hello guys. I had a problem while I rendering a lot of particles. Octane render time is constant per-frame, but frame-processing time drammaticaly increasing frame by frame. Scene consist same quantiti particles in every frame, but render time increasing for 2 times after each 10 frames. But when i restart render, render time going small and start increasing again. On screenshot you can see when same frame (114) can render 4:17 and after restart 1:01. It's a madness. (x-particles are cached)
Is it Cinema related problem?
Is it Cinema related problem?
Yes, good catch there DDespot wrote:My 2019.1 XB1 build expires in 5 days or so, and whilst I'm obviously not using it for production work - I'm still enjoying testing out the new features.
Will there be an extension before it expires ?
Thanks

Otoy, please extend that out before it closes on us....
Because even if XB2 is released before it closes, it is helpful to compare and test how things changed/progressed since a version update.
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