OctaneRender™ 2021.1 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.
Or double-checked the rayepsilon?
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
Can I get an orbx of your scene? It's very likely you just have to increase the ray depth in your direct light kernel settings, as it has a lower diffuse/specular depth than other kernels.pegot wrote:Clipping: Specular artifacts appear when using the Direct Light kernel.
When using Direct Light kernel there appears some issue where objects used for clipping show some kind of shadow outline of their original shape on the clipped object's material. Please refer to attached sample renders.
The cube has a default Universal material. The top side is clipped with a cone. The front side is clipped with a sphere. You can see part of those shapes reflected on the cube's material.
It doesn’t seem to be a shadow of those objects as they still appear even when the cube's object layer has shadow visibility toggled off.
Instead, this seems to be a specular artifact. Turning specularity to 0 removes these artifacts (but changes the look of the cube's material of course).
One way to remove these artifacts and still keep the cube's specular setting intact is by using a white transmission color and setting transmission type to Diffuse.
NOTE that these artifacts do not seem to appear when using the PMC or Path Tracing kernels.
We are not planning to drop support for older GPUs, but if there is some new GPU generation that requires a CUDA toolkit that doesn't support older GPUs, then we have to. This is what happened when the new Ampere architecture required us to drop support for small Kepler.nuno1980 wrote:ok. Does new kernel support Maxwell (GeForce 900 series) card?abstrax wrote:No it doesn't as you can see in the release notes.joenyc wrote:Does this include the new PPM kernel?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
With lose 10.13 support will this version include cross-platform network rendering? Will I be able to work on my Mac and use the PC network nodes to render with?
______________
Nate Mac - Chicago, IL
Cinema 4D R26.107 | Octane 2021.1.6
Main: AMD ThreadRipper | Win10 | 32-core | 128GB | RTX A5000 & GTX 2070 SUPER
Slaves: 4x GTX 980 Ti | GTX 1080 | GTX 1070 | GTX 1070Ti
Nate Mac - Chicago, IL
Cinema 4D R26.107 | Octane 2021.1.6
Main: AMD ThreadRipper | Win10 | 32-core | 128GB | RTX A5000 & GTX 2070 SUPER
Slaves: 4x GTX 980 Ti | GTX 1080 | GTX 1070 | GTX 1070Ti
The geometry data layout is different between CUDA and Metal, which means it is not possible to use Windows/Linux net render nodes with an OctaneX master on macOS. We may solve that limitation in the future, but it's not really clear yet if that will be possible.natemac00 wrote:With lose 10.13 support will this version include cross-platform network rendering? Will I be able to work on my Mac and use the PC network nodes to render with?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Changing Diffuse and /or Specular depth did not fix the issue. However, what DID work was changing Glossy depth (from 2 to 4).Kalua wrote:Have you tried to increase diffuse/specular depth?
Adjusting Ray epsilion did not work.whersmy wrote:Or double-checked the rayepsilon?
See attached ORBX - noting special just default geometry nodes and basic shaders used.wallace wrote:Can I get an orbx of your scene? It's very likely you just have to increase the ray depth in your direct light kernel settings, as it has a lower diffuse/specular depth than other kernels.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
- Jolbertoquini
- Posts: 1067
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Sure, Basically each time I run the standalone 2021.1 XB1 nothing happen the soft doesn't run/open or show UI just the default load image, the only way to fix that and open the standalone 2021.1 XB1 is when I log off on an older version of standalone (any version) and when I try to open again the 2021.1 XB1 and of corse I do once again the login then everything run fine and opens properly.mojave wrote:Hi,Jolbertoquini wrote:Hi Guys,
Everything looks fine but I have a problem in my machine and others, all the time I open the standalone before open I need to log off the license on the activation status and when open log in for the standalone to run and show UI. really strange cause other standalone is fine.
Best,
JO
Sorry I don't quite I understand your problem. Can you explain the reason why you need to sign out and describe the current behaviour you see compared to older versions?
Thank you.
So basically open 2021.1 XB1 for require to log in each time. I never had that before quite strange.
Best,
JO
Octane Render for Maya.
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Thank you, looks like an issue with the authentication system. We will look into fixing this, I will let you know if I need anything from you.Jolbertoquini wrote: Sure, Basically each time I run the standalone 2021.1 XB1 nothing happen the soft doesn't run/open or show UI just the default load image, the only way to fix that and open the standalone 2021.1 XB1 is when I log off on an older version of standalone (any version) and when I try to open again the 2021.1 XB1 and of corse I do once again the login then everything run fine and opens properly.
So basically open 2021.1 XB1 for require to log in each time. I never had that before quite strange.
Best,
JO
- Elvissuperstar007
- Posts: 2506
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
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self - illum
add need item light. which only shines in the dark. to display glowing cities
i don't use Planetary Environment, this is geometries for a certain animation, and my cities shine through on the day side
add need item light. which only shines in the dark. to display glowing cities
i don't use Planetary Environment, this is geometries for a certain animation, and my cities shine through on the day side
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
Page octane render " В Контакте " http://vkontakte.ru/club17913093