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Any bugs related to this plugin should be reported to the Bug Reports sub-forum.
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coilbook wrote:Hi,
I am trying to create displaced plowed paths using marble and vertex displacement but nothing works. What am I doing wrong? OCtane creates a large scale noise displacement and not where marble texture is. Thanks
Hi Coilbook,
You should use a baking texture node.
Regards
Paride
Attachments
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook wrote:Hi,
I am trying to create displaced plowed paths using marble and vertex displacement but nothing works. What am I doing wrong? OCtane creates a large scale noise displacement and not where marble texture is. Thanks
Hi Coilbook,
You should use a baking texture node.
Regards
Paride
Thank you. Could you upload the scene? On large sales like miles it doesnt work Not sure if subdiv must be high but everything then slows down
Will baking create tiling effect over large distances? I thought that was the whole point of procedural displacement where you don't have to map it and it is not tillable.
There is a clear bug with phoenix fd liquid motion blur direction. Water is falling down at high speed but motion blur is diagonal? Thanks
And look at splash motion blur. It is like it is going up. It starts out ok but then it looks strange.
Also when using PHX PArticle Text for wet maps rendering is super slow and unusable.
The video is attached. You can see water mb is diagonal instead of down. Splash mb goes away
UPDATE:
Strange mb for splash might be caused by using the reference splash particle as 3ds max sphere instead of sphere as mesh and leaving movable proxy on
Still no idea why liquid mb is diagonal
coilbook wrote:Hi,
I am trying to create displaced plowed paths using marble and vertex displacement but nothing works. What am I doing wrong? OCtane creates a large scale noise displacement and not where marble texture is. Thanks
Hi Coilbook,
You should use a baking texture node.
Regards
Paride
Thank you. Could you upload the scene? On large sales like miles it doesnt work Not sure if subdiv must be high but everything then slows down
Will baking create tiling effect over large distances? I thought that was the whole point of procedural displacement where you don't have to map it and it is not tillable.
There is bug in color management. Let me explain:
First, I've set in Octane Preferences -> Material -> "Textures: Default Color Space = sRGB".
Some of my custom materials use Color Space: Linear sRGB + legacy Gamma = 2.2.
Newer materials use Color Space: Linear sRGB = 1.0
Both settings look good when working with the materials in my scenes.
But I've experienced a strange and random experience with some materials. When I drag and drop them (using the compact material editor) the color space changes from sRGB to Linear sRGB, resulting in a bright material because the Legacy gamma stays 1.0.
This happened also to bought models like trees from Maxtree. I contacted them, and they created the materials in proper color space. So Octane seems to "convert" something internally.
I wasn't able to track the problem down, but it slows down my work when I have to change the Legacy Gamma or Color space manually. Especially with vegetation.
Any ideas where I can start to solve the issues?
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 4090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
mbetke wrote:There is bug in color management. Let me explain:
First, I've set in Octane Preferences -> Material -> "Textures: Default Color Space = sRGB".
Some of my custom materials use Color Space: Linear sRGB + legacy Gamma = 2.2.
Newer materials use Color Space: Linear sRGB = 1.0
Both settings look good when working with the materials in my scenes.
But I've experienced a strange and random experience with some materials. When I drag and drop them (using the compact material editor) the color space changes from sRGB to Linear sRGB, resulting in a bright material because the Legacy gamma stays 1.0.
This happened also to bought models like trees from Maxtree. I contacted them, and they created the materials in proper color space. So Octane seems to "convert" something internally.
I wasn't able to track the problem down, but it slows down my work when I have to change the Legacy Gamma or Color space manually. Especially with vegetation.
Any ideas where I can start to solve the issues?
Hi mbetke,
Did you try setting the texture defaul color space in Octane preference?
Regards
Paride
Attachments
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook wrote:There is a clear bug with phoenix fd liquid motion blur direction. Water is falling down at high speed but motion blur is diagonal? Thanks
And look at splash motion blur. It is like it is going up. It starts out ok but then it looks strange.
Also when using PHX PArticle Text for wet maps rendering is super slow and unusable.
The video is attached. You can see water mb is diagonal instead of down. Splash mb goes away
UPDATE:
Strange mb for splash might be caused by using the reference splash particle as 3ds max sphere instead of sphere as mesh and leaving movable proxy on
Still no idea why liquid mb is diagonal
Hi coilbook,
could you share your scene in pm?
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
mbetke wrote:Yes, like I wrote in my post: "First, I've set in Octane Preferences -> Material -> "Textures: Default Color Space = sRGB"."
Hi mbetke,
What do you mean? Drag and drop from?.. "When I drag and drop them (using the compact material editor) the color space changes from sRGB to Linear sRGB..."
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid