OctaneRender™ 2020.1 RC3 [superseded by 2020.1 RC4]

A forum where development builds are posted for testing by the community.
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J.C
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linograndiotoy wrote:
J.C wrote:
You should always use Texture Emission with volumes. Blackbody Emission doesn't carry any VDB Emission information.
Documentation says different:
For emission, the Medium node can have either a Blackbody Emission node or a Texture Emission node.
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linograndiotoy
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Yes, documentation says differently, but as a user I don't remember I could ever use BlackBody as emission value for a VDB.
rohandalvi
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You can use blackbody emission but you need to remap the temperature or heat field to relevant values. You can do that in Houdini. If you shift the range from 0-1 to 0-3500 or 0-4500 or something like that then the blackbody emission will work.

Regards
Rohan
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bepeg4d
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J.C wrote: Documentation says different:
For emission, the Medium node can have either a Blackbody Emission node or a Texture Emission node.
Hi J.C,
maybe if continue to read you could find this:
When using the Blackbody Emission node, make sure that the emission grid data contains temperatures in Kelvin. VDBs often have unit-less temperatures with arbitrary ranges such as 0 - 1 or 0 - 45, as is the case with some sample VDBs from openvdb.org. Typical temperature values range between 0 - 6500, where lower values create longer wavelengths, and higher values create shorter wavelengths. In order to get realistic results from the Blackbody Emission for volumes, disable Normalize in the Emission node. Lower temperatures give off less light than higher temperatures, but when normalized, the radiance emitted by all temperatures is equal.
https://docs.otoy.com/StandaloneH_STA/S ... e%20medium

Happy GPU Rendering,
ciao Beppe
J.C
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rohandalvi wrote:You can use blackbody emission but you need to remap the temperature or heat field to relevant values. You can do that in Houdini. If you shift the range from 0-1 to 0-3500 or 0-4500 or something like that then the blackbody emission will work.

Regards
Rohan
Actually you can do this in Octane by scaling the Emission grid in VDB properties.
blackbody vdb.png
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
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linograndiotoy
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It makes sense only with VDBs using Kelvin to store information, which is pretty rare.
cwrenniks
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Is there a link to latest documentation for this 2020.1 RC3 build? Thanks!
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rajib
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mojave wrote:Dear all,

...
  • Fixed issue with subsurface scattering causing visible seams.
    Other changes:


    Happy rendering
    Your OTOY NZ team
Thank you Otoy Team. Just tested the seams issue that I and others had reported. Don't see the issue anymore.
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rohandalvi
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Hi,

Is there any ETA on the Houdini Solaris plug-in. The hydra USD stuff.

Regards
Rohan
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wallace
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Notiusweb wrote:Hello, this happened in RC2 but also now in RC3 too:

(1) in Standalone I had a scene where I was adding Material layers to a same single Universal material, and at 7 Material layers my GPUs would go red (crash needing restart of Octane).
And I could repeat this - at 6 good, 7 bad.
And no matter how I added then 7th - within a Layer group, as a single layer, with or without added Material Cache in Preferences - it always caused the red-GPU-crash.

But, then to test if this was caused by # of layers I created a very primitive scene with a primitive RGB-color Universal Material and was able to add 9-10-11 Material layers to that same-single Universal material, with no problem.
So I am thinking it was not the # of layers itself, rather something more generic that must be causing the red GPU-crash.
Do you have any orbx you can send me on either version where you have experienced the crash?
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