OctaneRender® 2022.1 XB 3

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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

There is still a pure firefly moving noise when a light hits a specular material and then reflects in the another specular material. I think nothing was ever done about it since octane was created. Maybe you can implement some kind of cheat to solve it? Thanks
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NOISE.MOV
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bepeg4d
Octane Guru
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J.C wrote:When toggling realtime button rendering the rendering goes 150% slower.
Hi,
please note that Real Time works only with 1x GPU.
So if you have a multi GPU machine, this is expected.

ciao,
Beppe
john_otoy
OctaneRender Team
Posts: 246
Joined: Tue Aug 10, 2021 9:38 pm

coilbook wrote:There is still a pure firefly moving noise when a light hits a specular material and then reflects in the another specular material. I think nothing was ever done about it since octane was created. Maybe you can implement some kind of cheat to solve it? Thanks
Can you provide a simplified ORBX for us to look at the issue? I've PMed you.
J.C
Licensed Customer
Posts: 1851
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

bepeg4d wrote:
J.C wrote:When toggling realtime button rendering the rendering goes 150% slower.
Hi,
please note that Real Time works only with 1x GPU.
So if you have a multi GPU machine, this is expected.

ciao,
Beppe
There is no speed difference when it is on or off. The render times are the same using 1x GPU.
CPU – i9 13900KF, 128GB RAM, GPU – RTX 4090
System – Windows 11
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coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Can we please get AUTO sampling rate for lights. So if my light sampling ratio is not correct and some lights have noise the system automatically adds more sampling rate values.

I think sampling rate is wrong. Having hundreds of lights in the scene, checking why some are noiser than others, creating balance between them is a pain. The system should see noise and auto adjust sampling rates to noisier lights
Attachments
auto sampling.jpg
john_otoy
OctaneRender Team
Posts: 246
Joined: Tue Aug 10, 2021 9:38 pm

coilbook wrote:Can we please get AUTO sampling rate for lights. So if my light sampling ratio is not correct and some lights have noise the system automatically adds more sampling rate values.

I think sampling rate is wrong. Having hundreds of lights in the scene, checking why some are noiser than others, creating balance between them is a pain. The system should see noise and auto adjust sampling rates to noisier lights
Have you tried enabling kernel > AI light, then setting all your light's sampling rate back to a default of 1.0?
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

john_otoy wrote:
coilbook wrote:Can we please get AUTO sampling rate for lights. So if my light sampling ratio is not correct and some lights have noise the system automatically adds more sampling rate values.

I think sampling rate is wrong. Having hundreds of lights in the scene, checking why some are noiser than others, creating balance between them is a pain. The system should see noise and auto adjust sampling rates to noisier lights
Have you tried enabling kernel > AI light, then setting all your light's sampling rate back to a default of 1.0?

I'll try. I thought AI was an additional feature and usually it increases render time a lot like a denoiser.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

john_otoy wrote:
coilbook wrote:Can we please get AUTO sampling rate for lights. So if my light sampling ratio is not correct and some lights have noise the system automatically adds more sampling rate values.

I think sampling rate is wrong. Having hundreds of lights in the scene, checking why some are noiser than others, creating balance between them is a pain. The system should see noise and auto adjust sampling rates to noisier lights
Have you tried enabling kernel > AI light, then setting all your light's sampling rate back to a default of 1.0?

By the way, AI denoises octane light excellent but mesh light texture never gets denoised. IF you make a scene where one light is octane light and another light is mesh texture you will see mesh texture noisy
Last edited by coilbook on Fri Aug 19, 2022 5:46 am, edited 1 time in total.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Another problem that was never solved (Chaos solved it) Please lock dirt to a single mesh or make mesh that touches the dirt mesh not leave a dirt mark (exclude from leaving a dirt mark)
Attachments
dir t.jpg
john_otoy
OctaneRender Team
Posts: 246
Joined: Tue Aug 10, 2021 9:38 pm

coilbook wrote:Another problem that was never solved (Chaos solved it) Please lock dirt to a single mesh or make mesh that touches the dirt mesh not leave a dirt mark (exclude from leaving a dirt mark)
If I'm understanding you correctly, you can already do this. In the dirt node, set the "include object mode" to "Self".
dirt_self.jpg
You can also ignore entire objects, by disabling the object layer > dirt visibility.
dirt_object.jpg
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