OctaneRender™ Standalone 2.02

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aLeXXtoR
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There is a problem occuring when connecting the Displace node to materials...

It is the same scene with the same materials (I didn't change anything, I just opened it) in the

Octane 2.01
Image

Octane 2.02
Image

Faceted edges and no SSS on the collar :(

Edges rounding is set to 0.
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Rikk The Gaijin
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abstrax wrote: [*] Fixed a displacement corner case that was resulting in black borders around triangles.
Unfortunately this does not solve the problem of the black triangles appearing on curved mesh... :(
Will Karba fix it soon?
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ssokol
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Rikk The Gaijin wrote:
abstrax wrote: [*] Fixed a displacement corner case that was resulting in black borders around triangles.
Unfortunately this does not solve the problem of the black triangles appearing on curved mesh... :(
Will Karba fix it soon?
Yes , doesn't work for me too. :(
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roeland
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aLeXXtoR wrote:There is a problem occuring when connecting the Displace node to materials...

It is the same scene with the same materials (I didn't change anything, I just opened it) in the

Octane 2.01
Image

Octane 2.02
Image

Faceted edges and no SSS on the collar :(

Edges rounding is set to 0.
The earlier versions of Octane are exporting Alembic files with the wrong face orientation, and the attribute storing how to load the correct face orientation is not read correctly from OCS files written by those versions. This causes the displacement map to be applied in the wrong direction. We will fix this in the next version. For now the workaround is opening the import preferences of the Alembic scene node, and set the winding order preference to counterclockwise. If the plugin is updated to use the current Octane version you can export the Alembic file with the correct orientation.

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aLeXXtoR
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roeland, thanks for clarification! :)
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Timmaigh
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matej wrote:Thanks for the update guys!

unrelated note:
I love the random color texture addition in 2.0 - a small thing that makes life so much easier. :D
baloons-sky.jpg
Pretty pic! Are the balloons pure glossy, or is there some SSS involved? Or transmission? Material please! :mrgreen:
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BorisGoreta
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Hi, there is a problem with bump mapping when using displacement.

This is the model. The road is subdivided and displaced inside Octane.

Capture.JPG
This is how it looks without bump mapping:
3.jpg
And this is how it looks with bump mapping:
2.jpg
In this overlay image it can be seen that normals are not interpolated along the subdivided polygons.
overlay.jpg
Subdivision is not the cause of the problem, if I disable it the problem persist.

This is the image used for displacement:
asphalt-displacement.jpg
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ROUBAL
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@BorisGoreta : Did you try with colors other than pure black and pure white ? Values at 1.000 or 0 give weird results in some cases. try with 0.01 and 0.99 for example...

I also encountered some troubles wit Both Bump and Displacement, but I think that they are not intended to be used at the same time. If you want to save render time for far objects, use Bump, if you want to make a close up with details, use Displacement.

@Otoy team : Disconnecting from the obj a diffuse material node with Matte parameter enabled crashes Octane. If I disable the matte material before disconnecting, no problem. Tested 4 times with 2.02.
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BorisGoreta
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Pure black and white is not the problem, the same happens with any level.

ROUBAL wrote:@BorisGoreta : Did you try with colors other than pure black and pure white ? Values at 1.000 or 0 give weird results in some cases. try with 0.01 and 0.99 for example...

I also encountered some troubles wit Both Bump and Displacement, but I think that they are not intended to be used at the same time. If you want to save render time for far objects, use Bump, if you want to make a close up with details, use Displacement.

@Otoy team : Disconnecting from the obj a diffuse material node with Matte parameter enabled crashes Octane. If I disable the matte material before disconnecting, no problem. Tested 4 times with 2.02.
geo_n
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That triangle issue was reported by Rikk The Gaijin a while back.
You can't use bump and disp at the same time I think.
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