OctaneRender® 2022.1 (updated 11/28)

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SSmolak
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As for bumps differencies using UV projection I found that using Math Unary node in Radians mode makes that UV Bump maps looks the same as using other projections like Box :
math unary.jpg
without math unary node UV vs Box projection :
without math.jpg
Inverted situation - Box Projections with Math Unary in Degree mode looks near the same as UV Projection

Box with math unary vs UV :
box math unary.jpg
Generally UV mapped bumps are exactly 10000 % stronger than other projections - relations 1% to 100%. Bump in UV needs 0.1 power compared to bump in box with power 10.

There is really something badly with bumps and projections !
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jay1990929
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Hi Sir,

I'm using a Mac Pro 2019 and AMD graphic card, and I find can not use the latest octane 2022.1, but it support the M chip, may i ask when it will support AMD card on macOS?

Thank you.
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bepeg4d
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jay1990929 wrote:Hi Sir,

I'm using a Mac Pro 2019 and AMD graphic card, and I find can not use the latest octane 2022.1, but it support the M chip, may i ask when it will support AMD card on macOS?

Thank you.
Hi Jay, please have a look at here:
viewtopic.php?f=30&t=80680&p=418297#p418297

ciao,
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Goldorak
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SSmolak wrote:Standard Surface Material has missing Subsurface modes ( Diffusion, Random Walk ) :
standard_sss.jpg
https://clarissewiki.com/5.0/autodesk-s ... subsurface
We are adding this dropdown in 2023, but for now, the SSS mode is set to RW (the default). Note Arnold adds RW2 (which is not in other renderers). We will also add diffuse BRDF mode like RS in 2023.
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SSmolak
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Goldorak wrote:
SSmolak wrote:Standard Surface Material has missing Subsurface modes ( Diffusion, Random Walk ) :
standard_sss.jpg
https://clarissewiki.com/5.0/autodesk-s ... subsurface
We are adding this dropdown in 2023, but for now, the SSS mode is set to RW (the default). Note Arnold adds RW2 (which is not in other renderers). We will also add diffuse BRDF mode like RS in 2023.
Fantastic news !
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coilbook
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Can we get manuals with pictures and videos for all these new procedural textures, where to place them, and all other stuff?
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mojave
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coilbook wrote:Can we get manuals with pictures and videos for all these new procedural textures, where to place them, and all other stuff?
All new features should make it into the documentation shortly as it usually happens with new releases.
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SSmolak
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Overlapped polygons which use opacity map ( doesn't matter in what position ) cause errors - transparent holes :
poly_overlaping.jpg
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J.C
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mojave wrote:
coilbook wrote:Can we get manuals with pictures and videos for all these new procedural textures, where to place them, and all other stuff?
All new features should make it into the documentation shortly as it usually happens with new releases.
Some features of 2021 are still not documented.
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frankmci
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SSmolak wrote:Overlapped polygons which use opacity map ( doesn't matter in what position ) cause errors - transparent holes :
poly_overlaping.jpg
Looks like the old Ray Epsilon problem. Check your scene scale and Ray Epsilon value. Either you are working very very small, or your RE value is set too high. The default is 0.0001, which is usually fine for average, human scale environments.

This is a 1cm cube with the default 0.0001 RE, both a close up and with a human in the shot. If you really are working very small, you can either scale up the scene, or reduce the RE by a decimal place or two.
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