OctaneRender™ Standalone 2.16

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grimm
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It's definitely related to the UV islands for sure, maybe they are being generated with the vertices in reverse order?
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Rikk The Gaijin
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grimm wrote:It's definitely related to the UV islands for sure, maybe they are being generated with the vertices in reverse order?
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.
marmoset.jpg
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abstrax
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Rikk The Gaijin wrote:
grimm wrote:It's definitely related to the UV islands for sure, maybe they are being generated with the vertices in reverse order?
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.
marmoset.jpg
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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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bepeg4d
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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
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abstrax
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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.
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?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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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 ...
Did you try http://render.otoy.com/forum/viewtopic.php?f=73&t=43948 ?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Rikk The Gaijin
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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.
Here's the file. Pronto!
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abstrax
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Rikk The Gaijin wrote:Here's the file. Pronto!
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:
chaos.png
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In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
akira
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Rikk The Gaijin wrote: Here's the file. Pronto!
Hi, i solved it by
1. invert the green channel of the normal map file.
2. material -> normal map -> invert

hope it helps.
normal_setting.JPG
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Rikk The Gaijin
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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:
Ok, but then why does Maya and Marmoset display it correctly? :ugeek:
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.
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. ;)
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