OctaneRender™ Standalone 3.08 TEST 5

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bepeg4d
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Hi Lee,
please, have a look at this post about toon shading and lighting:
viewtopic.php?f=33&t=63906&start=60#p326275
Totally agree with you about the toon outline.
ciao beppe
Zay
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Seems like network rendering has broken in this version.
It renders fine if I don't enable network rendering. But as soon I enabled it, I get red blocks in the images. In small resolutions it's the entire image that renders red.
red.jpg
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
Smaker1
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Hello

First: thanks for your amazing job ! ! I'm really happy to see plenty of improvements and new functionnalities so quickly. My only problem is now to learn them !

Just playing with the toonshader. It seems that the backside of polygons are completely filled with the outline color if outline thickness is > 0. if it's 0 the texture is back. Not a technical guy :D
The only trick I found was to mix 2 materials with "polygon side" but the outline is not so good
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abstrax
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WIPEXPO wrote:octane standalone crash after adding instance color node.
Thanks a lot for the report. I can confirm the issue and it will be fixed with the next release, which I hope to get out tomorrow.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Jolbertoquini wrote:hum... same here really hard to get details on displacement, I need add bump to get right. but stills the gaps.

I attach renders and scenes... Please anything wrong I tested on Redshift, Iray, Arnold same setup all good out of the box.
this is a free scene from Truong CG Artist.

Cheers
JO
Just to let you know: Roeland found and fixed the normal issue:
dino fixed.png
Btw, I noticed that you subdivide the geometry with a sub-division level of 3. I think that's not necessary. The render above uses no subdivision surfaces at all.

The normal fix will be in the next test build which we hope to get out tomorrow.

PS: I think there is also a possibility to close the gaps at the UV seams, but the solution I have in mind would basically create a "straight wall" where now are gaps, i.e. it would still be desirable to have a continuous displacement map.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Zay wrote:Seems like network rendering has broken in this version.
It renders fine if I don't enable network rendering. But as soon I enabled it, I get red blocks in the images. In small resolutions it's the entire image that renders red.
red.jpg
Thanks a lot for the report. We could reproduce and fix the issue and hope to get a build with the fix out tomorrow.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
cirasa
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abstrax wrote:
Jolbertoquini wrote:hum... same here really hard to get details on displacement, I need add bump to get right. but stills the gaps.


PS: I think there is also a possibility to close the gaps at the UV seams, but the solution I have in mind would basically create a "straight wall" where now are gaps, i.e. it would still be desirable to have a continuous displacement map.

"Straight wall" would be great :)
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Jolbertoquini
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abstrax wrote:
Jolbertoquini wrote:hum... same here really hard to get details on displacement, I need add bump to get right. but stills the gaps.

I attach renders and scenes... Please anything wrong I tested on Redshift, Iray, Arnold same setup all good out of the box.
this is a free scene from Truong CG Artist.

Cheers
JO
Just to let you know: Roeland found and fixed the normal issue:
dino fixed.png
Btw, I noticed that you subdivide the geometry with a sub-division level of 3. I think that's not necessary. The render above uses no subdivision surfaces at all.

The normal fix will be in the next test build which we hope to get out tomorrow.

PS: I think there is also a possibility to close the gaps at the UV seams, but the solution I have in mind would basically create a "straight wall" where now are gaps, i.e. it would still be desirable to have a continuous displacement map.

Hi Abstract,

Nice thank you for the work on this, yes I had subdive to have more details or trying to see if was need, thanks to let us know not really need, would be great at some point when the normal issues and the gaps are fix to send this scene with your settings would be a help....for the texture I was checking because I moved the displacement with the bump texture and then I had this issues on the level I will try again. I'm really excited to see the fixes :)

Cheers,
JO
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milanm
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cirasa wrote: "Straight wall" would be great :)
I don't think that means what you think it means.

I disagree.

@Jolbertoquini

Octane displacement is unique. No other render engine does it the same way Octane does. Period. You simply CAN NOT compare it to others. Others generate geometry. You can do the same in your 3D app with Octane. Subdivide geometry, apply a displacement deformer and add some polygon reduction and you have exactly the same result from other render engines, NO LIMITATIONS. Would it be better if Octane did this instead of us? I think it would.

@abstrax

I'm all for Octane generating geometry internally. Anything that can reduce Orbx file size. As far as I am concerned you guys can stop wasting time with this 'fake displacement' implementation that we have right now and focus on geometry. Some of us KNOW how to use current displacement and avoid issues. Those who don't should learn how to use it. Period. Please focus on 'real' geometry and keep improving sampling (importance in volumetrics, blue noise etc.) because those are THE ONLY current limitations of Octane in my opinion.

Everything else we can work around. Including/excluding objects can be done in post. Geometry can be subdivided and displaced in a 3D app. Limitations are gone for textures and shaders with OSL. Render layers allow us to split scenes in different parts and combine them together to overcome polygon count limitations. Denoising? pfft... I can do it on my telephone. We can work around everything, everything EXCEPT geometry compilation. It is the problem that most users don't know they have.


PS. I think this version just killed my perfectly healthy 780TI. I hope I'm wrong. Coincidence? Most likely but I had a 590 as a display card (no CUDA), so... who knows. I am using 376.33 driver that is absolutely rock solid for these older GPUs and Windows 7. No time to troubleshoot now, it happened in the middle of an important project. I installed this version and set the path in plugin settings. Prepped a scene in C4D. Render failed after using 'Edit In Standalone'. After that, driver crash, BSOD.. and that was it. I got artifacts on bios screen when I tried that GPU on a different machine. Word of caution for others with older GPUs I guess.

PPS. sRGB... for Christ's sake, FINALLY.

PPPS. I have a ton of feedback for adaptive sampling + layer and light passes but no time to post atm. I'm secretly hoping you guys will fix it in the mean time so I don't have to post.

PPPPS. @mojave You're a genius man. Thanks for the Gaussian blur OSL code. Now if we could just blur ( or, should I say, round ) the object normals somehow... hm... :ugeek:

Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
calus
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milanm wrote: I'm all for Octane generating geometry internally. Anything that can reduce Orbx file size. As far as I am concerned you guys can stop wasting time with this 'fake displacement' implementation that we have right now and focus on geometry. Some of us KNOW how to use current displacement and avoid issues. Those who don't should learn how to use it. Period. Please focus on 'real' geometry and keep improving sampling (importance in volumetrics, blue noise etc.) because those are THE ONLY current limitations of Octane in my opinion.
Hey Milan, what about this ?
https://render.otoy.com/requests/?qa=20 ... ement-hair
(but I agree improving sampling should always be the number one priority)

milanm wrote:Limitations are gone for textures and shaders with OSL.
OSL implementation in Octane is still very limited,
if materials/closure can't make it, at least we should have a generic OSL script node without the arbitrary limitations with the 3 current OSL node type in the debugger.

milanm wrote:Denoising? pfft... I can do it on my telephone.
:lol:
Pascal ANDRE
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