OctaneRender™ Standalone 2.16
It's definitely related to the UV islands for sure, maybe they are being generated with the vertices in reverse order?
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Just to be sure, I imported the same object in Marmoset Toolbag 2, and again the normal map is displayed correctly, so it's definitely an Octane bug.grimm wrote:It's definitely related to the UV islands for sure, maybe they are being generated with the vertices in reverse order?
You do not have the required permissions to view the files attached to this post.
The normal maps need to be in tangential coordinate space with the correct RGB -> XYZ assignment (there are 3 different possibilities). Could you please post or send us the geometry, so we can have a look at it? Thanks.Rikk The Gaijin wrote:Just to be sure, I imported the same object in Marmoset Toolbag 2, and again the normal map is displayed correctly, so it's definitely an Octane bug.grimm wrote:It's definitely related to the UV islands for sure, maybe they are being generated with the vertices in reverse order?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
hi,
big thanks for the new version, unfortunately is still not possible to use the numeric fields in the color chooser box under osx, only the sliders are working.
ciao beppe
big thanks for the new version, unfortunately is still not possible to use the numeric fields in the color chooser box under osx, only the sliders are working.
ciao beppe
Sorry, I've got no idea what the problem is, but it sounds like a driver problem. Which driver do you use and did you try different versions?enricocerica wrote:Hi,
I have two GTX580 in my cubix expansion box, it works fine if I activate only one card but if I activate both of them, it crashes very often with a BSOD. I discovered that if I set the Minimum display samples to at least 2, I have no problem, as soon as I set it back to 1 it crashes again.
Any idea why I got this problem and if there is a way to avoid it as I don't always think to set it to 2.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Did you try http://render.otoy.com/forum/viewtopic.php?f=73&t=43948 ?augdalmo wrote:I think the section dedicated to the camera should be developed and implemented as it should.
Currently there is no possibility to change the focal length, and even to change the diaphragm, in an independent manner, and then the depth of field does not reflect a true optical. The adjustment of the opening should not be removed but implemented with the ability to adjust the shutter speed.
Clearly the commitment to develop these functions is significant but still possible and desirable.
Seems to me that Maxwell render has implemented a series of optics with different focal lengths that are based on real physical composition of the lens and then automatically you get adjustments focus based on the depth of field effect and not fictitious. The light passing through a lens is regulated by several factors, however these are currently free will of those who use the program and therefore do not reflect an actual behavior of optics.
I do not understand what it's for a camera with the parameters blocked, when varied the scale automatically changes the opening! so I can not change the focal length, it seems logical? Very limiting. Not at all real.
With C4D I can adjust various parameters of the camera, I can not say the same for Octane Standalone.
What is the sense that the software has the default opening of 2,8F? Which is almost the maximum for a common optic?
If we boast a render engine unbaiased, why the camera is not real?
Think about it ...
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Here's the file. Pronto!abstrax wrote:The normal maps need to be in tangential coordinate space with the correct RGB -> XYZ assignment (there are 3 different possibilities). Could you please post or send us the geometry, so we can have a look at it? Thanks.
You do not have the required permissions to view the files attached to this post.
Yes, your normal map is not in tangent space (see http://render.otoy.com/manuals/Standalo ... age_id=527), but in world space. And the UV map is just randomly oriented:Rikk The Gaijin wrote:Here's the file. Pronto!
You do not have the required permissions to view the files attached to this post.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Hi, i solved it byRikk The Gaijin wrote: Here's the file. Pronto!
1. invert the green channel of the normal map file.
2. material -> normal map -> invert
hope it helps.
You do not have the required permissions to view the files attached to this post.
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Ok, but then why does Maya and Marmoset display it correctly?abstrax wrote:Yes, your normal map is not in tangent space (see http://render.otoy.com/manuals/Standalo ... age_id=527), but in world space. And the UV map is just randomly oriented:

Hi Akira, yes that's the same solution as reported by abstrax. In zBrush if you check the "FlipG" button, it inverts the green channel.akira wrote: Hi, i solved it by
1. invert the green channel of the normal map file.
2. material -> normal map -> invert
hope it helps.
