OctaneRender™ 2019.1.1

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wallace
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funk wrote:BUG: Toon materials using "camera" light, render black unless you add toon light to the scene
This is now fixed and will be in the next version, thanks for reporting.
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Elvissuperstar007
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MultiTexture - CG-Source ?
How can I do this in octane? I need different textures on the model
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
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3dworks
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abstrax wrote:
3dworks wrote:cannot install slave render on macos. what i get in terminal is this:
...
Yes, sorry about that. We fixed the issue in the maxOS slave installer and updated the link in the opening post, i.e. that version should install correctly now.
thank you for the fast fix!!
Specs: Apple MacBook Pro M1 max 64GB 2TB, MacOS 12.5 / MacPro 5,1 with NVIDIA GeForce GTX 1080 8G, MacOS 10.13.6 / Mac Pro 5,1 with AMD RX5700 8G, MacOS 12.3.1 / HP Z600 with NVIDIA 3060 RTX 12G, Windows 10 pro + Netstor GPU box, 4 x NVIDIA GTX 980ti 6G.
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Jolbertoquini
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Elvissuperstar007 wrote:MultiTexture - CG-Source ?
How can I do this in octane? I need different textures on the model
Hi Elvissuperstar007,

Personally I use a gradient node with all texture version plug on different values and then I use random color texture node to drive the gradient, works well also you can use OSL to do that, but I use the Technic gradient using the textures from SG Sources and just the node random to have random texture on the different instances.

Best,
JO
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Elvissuperstar007
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this is a crutch, why not make normal material like other renderings, 7 years have already passed
OSL)) I am not a programmer, I should not add the render code
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
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Elvissuperstar007
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?
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win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
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Jolbertoquini
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Elvissuperstar007 wrote:this is a crutch, why not make normal material like other renderings, 7 years have already passed
OSL)) I am not a programmer, I should not add the render code
Sure would be way so easier, I agree same with Maya specific plugs to support well, I'm not otoy dev team, but I'm trying to help bro!

I saw you screen shot maybe I forgot to mention random node works with "scatter" basic instances (the CG sources is not instances, so may not work) I use Maya and usually I build a ground with MASH create instances. if you have instances automatic the node random will work. if you have problem I guess the dev of Max still need to check this stuff. I can send you a orbx with the setup if help you?

Best,
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
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abstrax
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coilbook wrote:there is still a bug when using adaptive sampling and if there is 20% of noise left to finish, GPU usage drops from 99% to like 40%-20% Doesn't it make more sense to keep GPU at 100% all the time to finish faster?

Also reflected light through specular material (chrome) and DOF applied to it makes it is very noisy. Anyway to improve it? Denoiser is useless there because of its jumpy blotchy movement, especially for animations .
Would be nice to have temporal denoising like in Disney's approach https://youtu.be/cwFTwrJhJOc

I am not kidding you what took 5000 samples to finish as far as noise in octane 4 now takes 20000
Could you give me an example scene that takes that much longer to render than version 4? We will investigate. There shouldn't be a change in behaviour in adaptive sampling since version 4 since we haven't touched that area since version 4.

In general, there is a reduction in GPU usage when the number of active samples goes way down. As far as I know there is no way to improve that a lot without doing some kind of pre-processing on the CPU before sending the work to the GPU, because the CPU would be too slow to do that. In your specific case I'm wondering if the adaptive sample mask has already kicked in too aggressively, causing the reflective noise to not go away at all. So it could be a settings problem. To be sure I would need to see the noise channel or the scene.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Elvissuperstar007
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finally make the multi texture normal, not like now
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
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haze
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funk wrote:There seems to be a difference with VDB volume rendering comparing 2018 and 2019. The "emulate old behavior" checkbox doesnt fix it
vdbvoxel_2018_vs_2019.png
Fixed for 2019.1.2, planned for this week, but now looking like early next week.
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