OctaneRender™ 2020.2 XB4

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Despot
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linograndiotoy wrote:Both Texture and Vertex Displacement are not working in 2020.2 XB4.
But you are correct that Vertex Displacement doesn't work :)
linograndiotoy
OctaneRender Team
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You're right!
Texture Displacement is ok!
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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks team. This is looking like a great release.

I'm just going to post a crash I ran into. I'll have some feedback later.

BUG: Crash adding a composite aov to a mask pin

1. Load the OCS
2. Select the render target to start rendering
3. Select the "Comp1" pass in the viewport
4. Select the "Input 1" node, click "mask" > "composite aov"

Octane crashes
Attachments
crash_mask_comp_aov.ocs
(68.08 KiB) Downloaded 234 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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funk
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Location: Australia

Composite AOVs are really cool. There is a lot to like here, but I'm going to talk about what I think needs to be improved.


What I don't like:

* I think the interface takes up a lot of space and feels kind of clunky, requiring too much clicking to drill down.
If I select the Composite AOV group > expand input 1 Composite AOV > expand layer 1 Composite AOV layer > expand input (so I can adjust scale), then do this for 4 more layers, I have already filled the height of the node inspector on my screen.
Compare this to the amount of screen space 4 layers use up in photoshop (EDIT: not a good comparison... For light mixing, lets compare to corona or vray 5's light mix GUI. It's a lot more compact).


* When adding a layer, it adds it to the bottom, but I think it should be the top.
If I have my environment pass at the bottom (using normal blend mode), then think of an additional pass I want to add (eg. a new light pass), it adds it to the bottom below the environment.
I then need to disconnect all my pins and rearrange them to get the new light pass above my environment.
Maybe we need some new UI widgets to move layers up and down?


Bugs?

* The imager vignette isnt added to comps, and there is no way to add it as a render pass.

* Deleting a composite aov doesnt update the orange/green buttons under the viewport. You have to restart the render.


Feature Requests:

* Allow us to connect post processing nodes directly to a comp in some way.
Comping a post processing render pass doesnt look correct once you change one of your light pass's color/scale.
The glow around the light is still using the color/brightness from the original render.
Post processing needs to work "live" on the comp's output.

* Allow us to use texture nodes as "effect" layers.
I would like to use the OSL texture or color correction node to change hue/saturation/gamma etc of a render pass or entire comp.

* Allow cryptomatte passes to be used as masks.
I havent thought about how the UI would work, but I'd like to be able to mask an item, then color correct it.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

BUG: Scatter on surface not updating correctly if same map controls object selection map and translation map

1. If I plug a noise into the "object selection map" only and change UVW T.Z, the items change as you slide the value.

2. If I plug the noise into the "translation map" only and change UVW T.Z, the items move up/down as you slide the value.

3. If I plug the same texture into both the "object selection map" and "translation map", change UVW T.Z, only the items change. They stop moving up and down
Attachments
scatter_surface_same_texture_object_and_trans_map_not_working.orbx
(90.25 KiB) Downloaded 261 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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funk
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Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

BUG: Crash adjusting shared transform on textures plugged into scatter

I tried to work around the previous bug, by sharing the uvw transform between 2 different noise nodes.

Adjusting the transform node's T.Z now crashes octane instead.

1. Select the render target to start rendering
2. Select the "UVW transform" node and adjust T.Z
Attachments
scatter_surface_same_texture_uv_trans_crash.orbx
(91.14 KiB) Downloaded 232 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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jobigoud
OctaneRender Team
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Joined: Sat Aug 15, 2015 1:28 pm

funk wrote: BUG: Scatter on surface not updating correctly if same map controls object selection map and translation map
BUG: Crash adjusting shared transform on textures plugged into scatter
Thanks!
We have noticed the crash as well and this is fixed in the development version. We are investigating the issue with the coupling of texture inputs not working correctly.
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Despot
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Joined: Tue Jan 10, 2017 3:19 pm

Can somebody share how to get 'fast fog' working please ?

Again, I have to say I'm disappointed that there are no examples....
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Despot
Licensed Customer
Posts: 130
Joined: Tue Jan 10, 2017 3:19 pm

Just playing with Composite AOV, clicked on the pass below the render window and got a crash to desktop... not good
pegot
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Joined: Mon Nov 07, 2011 3:44 am

Despot wrote:Can somebody share how to get 'fast fog' working please ?
+1

In addition to some instruction on using Fast Fog, could Otoy also post some step by steps on getting Composite AOV and multi-light stuff to work? I tried following the videos below but nothing in this latest version corresponds to those instructions; I’m completely lost on how to set this stuff up.

https://youtu.be/VePd2XXDEZ0
https://youtu.be/At-IdZEWTmw
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