OctaneRender™ 2021.1 XB3

A forum where development builds are posted for testing by the community.
Forum rules
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.
User avatar
Daniel_Ward
Licensed Customer
Posts: 158
Joined: Thu Apr 30, 2015 2:57 am
Location: Christchurch, New Zealand
Contact:

Hey Funk,

I hope the Otoy Team give you a complimentary Octane subscription for the outstanding amount of bug reporting you do!
+MAP Architects, Christchurch - New Zealand
ArchiCAD 4.12 - ArchiCAD 24 || Octane for ArchiCAD
i7-7700K - Gigabyte Aorus Z270X Gaming 9 - 32Gb RAM - 3x Gigibyte GTX1070 G1 Gaming - Window 10 64Bit
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

funk wrote:BUG: Batch render job node doesnt save denoised beauty pass

I'm just trying the "batch render job" node and can't seem to save out a denoised beauty pass (its saving the noisy beauty pass instead).

The batch rendering script works though.
Thanks for the report. It will be fixed in the next release.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

BUG: It appears the light pass IDs are broken. If I set up a scene with several lights, each with it's own light pass ID and set up light AOV's then only the sun and environment are in their correct AOV's. All the other lights show up in the lightPass1 AOV and any other lightPass AOV's are empty.

I've attached a simple scene to illustrate.

Cheers
T.
Attachments
LightAOVsBroken.orbx
(76.91 KiB) Downloaded 182 times
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

abstrax wrote:
funk wrote:BUG: Batch render job node doesnt save denoised beauty pass

I'm just trying the "batch render job" node and can't seem to save out a denoised beauty pass (its saving the noisy beauty pass instead).

The batch rendering script works though.
Thanks for the report. It will be fixed in the next release.
Thanks abstrax. I think I actually got it working in a second test, so I'm not entirely sure whats going on.

I should have saved the first test and attached it, but it looks like you guys have found the issue anyway.
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
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

TBFX wrote:BUG: It appears the light pass IDs are broken. If I set up a scene with several lights, each with it's own light pass ID and set up light AOV's then only the sun and environment are in their correct AOV's. All the other lights show up in the lightPass1 AOV and any other lightPass AOV's are empty.
I had a look at this orbx and all your lights are set to Light pass ID 1 (its in light > material > emission > light pass ID).

I looks like you mistakenly used the object layer > light pass mask instead. This is used to prevent specific light IDs from lighting up an object.
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
User avatar
TBFX
Licensed Customer
Posts: 501
Joined: Sun Dec 11, 2011 9:43 pm
Location: Wellington, New Zealand

funk wrote:
TBFX wrote:BUG: It appears the light pass IDs are broken. If I set up a scene with several lights, each with it's own light pass ID and set up light AOV's then only the sun and environment are in their correct AOV's. All the other lights show up in the lightPass1 AOV and any other lightPass AOV's are empty.
I had a look at this orbx and all your lights are set to Light pass ID 1 (its in light > material > emission > light pass ID).

I looks like you mistakenly used the object layer > light pass mask instead. This is used to prevent specific light IDs from lighting up an object.
Ah, Thanks! Octane and I have sadly been separated for some time and only very recently reunited. I hadn't even considered the light linking feature as it's not something I generally do and assumed that was where to set this :oops:
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

BUG: Chaos texture histogram invariant blending changes color of texture

1. Load the scene
2. Right click the chaos texture > render
3. Toggle histogram invariant blending on and off

RESULT: When "histogram invariant blending" is enabled, the color is a lot lighter, which is incorrect
chaos_histogram_bug.png
Attachments
chaos_histogram_bug.orbx
(1.28 MiB) Downloaded 188 times
Last edited by funk on Sat Jul 17, 2021 7:12 pm, edited 1 time in total.
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
arno
OctaneRender Team
Posts: 64
Joined: Tue Oct 01, 2019 2:39 am

funk wrote:BUG / Limitation? Anisotropy artifacts on triangles generated by Octane's subdivision

I noticed that the new anisotropy generates shading artifacts when I use Octane's (mesh node) subdivision
anisotropy_subdivision_triange_artifacts.png
Thank you for the report. It took a while to track down, but I have a fix for it now that will be in the next release.
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks arno
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
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

BUG: Hair material producing incorrect melanin colors with new color pipeline

Martimoo brought this up on discord.

1. Load the scene and render
2. Toggle kernel > "use old color pipeline" on and off to see the difference

With the old color pipeline, melanin becomes black at values close to 1. This is correct.

When the new color pipeline is used, melanin at 1.0 becomes yellow, which is incorrect
2021_hair_mat_color_pipeline_difference.png
Attachments
2021_hair_mat_color_pipeline_difference.orbx
(63.73 KiB) Downloaded 169 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
Post Reply

Return to “Development Build Releases”