OctaneRender for Carrara 3.0.0.1 [Test]

Carrara (Integrated Plugin developed by Sighman)
EddyMI3D
Licensed Customer
Posts: 98
Joined: Mon Jul 14, 2014 6:09 am
Location: Münster/Germany

I'm also fumbling around with this.
When I have a genuine Cloud with a light emitting object in it, it works.
But it does not work with my ready scenes.

Here I have a cloud with a light emitting cylinder in it.
Image
My Rig:
PC with AMD FX 8350 @ 4,00 GHz
Win 7-64
Nvidia GTX 760
Nvidia GTX 970 (only for rendering)
About 6 TB of disk space (768 GB of SSD)
Octane/Octane for Carrara
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

I can see that it would work with a light within it (although I haven't tried yet), but the medium for the volumetric object itself allows scattering, absorption and emission - I have got the other two working OK but don't see any emission effect. I was expecting something like a flame or explosion, where there are emission particles in a "cloud", but I am not seeing any effect.
EddyMI3D
Licensed Customer
Posts: 98
Joined: Mon Jul 14, 2014 6:09 am
Location: Münster/Germany

Hello Phil,

I just tried as you mentioned. But I do not have any parameters, when I put the "Octane Medium" to the cloud shader,
there are nor parameters to set in the Octane Medium frame.

Image

Or do I do something wrong?
My Rig:
PC with AMD FX 8350 @ 4,00 GHz
Win 7-64
Nvidia GTX 760
Nvidia GTX 970 (only for rendering)
About 6 TB of disk space (768 GB of SSD)
Octane/Octane for Carrara
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

You are part way there - you need to select a medium, you will have three choices, None, Absorption and Scattering, the latter is the most flexible. The Scattering option gives options for Absorption, Scattering and Emission, all in the one panel. But setting say Black Body Emission in the emission panel doesn't make the cloud light up (as I think it should).
Attachments
Octane Medium.jpg
EddyMI3D
Licensed Customer
Posts: 98
Joined: Mon Jul 14, 2014 6:09 am
Location: Münster/Germany

Hello Phil,

I've done this and first no result.
But after I clicked the "Rebuild Scene" button in the Octane render Viewer, I have the light effect.

EDIT: You are right. Texture works - Blackbody not...
Attachments
Cloud3.jpg
My Rig:
PC with AMD FX 8350 @ 4,00 GHz
Win 7-64
Nvidia GTX 760
Nvidia GTX 970 (only for rendering)
About 6 TB of disk space (768 GB of SSD)
Octane/Octane for Carrara
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

Thanks for that - this might be a bug then that Blackbody is not working.

Edit - sorry I meant to add this image, the cloud has Texture rather than Blackbody in the Emission channel, a Mix material in the emission channel between red and yellow, mixed with Turbulence. This is much more what I imagined!
VolumetricExplosion1.png
rashadcarter
Licensed Customer
Posts: 71
Joined: Thu Sep 11, 2014 1:16 am

Sighman,

Something is still wrong with the Render Target. It still seems to be locked on certain settings such as Diffuse Depth and Specular Depth and perhaps other controls as well. The result is that most surfaces have hard edged terminators likely caused by too much Diffuse Depth. I thought I'd read that there was an update that solved this issue but alas I do not know where it is. Thanks in advance, Sighman.
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

rashadcarter wrote:Sighman,

Something is still wrong with the Render Target. It still seems to be locked on certain settings such as Diffuse Depth and Specular Depth and perhaps other controls as well. The result is that most surfaces have hard edged terminators likely caused by too much Diffuse Depth. I thought I'd read that there was an update that solved this issue but alas I do not know where it is. Thanks in advance, Sighman.
Indeed. The initial values for Diffuse and Specular are wrong in the Pathtracing and PMC kernels. Also, each time you reopen the render target they will get reset to 100. This will be fixed in the next update.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

I was just responding on this yesterday when I had a catastrophic hardware crash on my computer, so no more rendering for a few days until I can either get it sorted out or replaced.

Anyway, I did some tests which showed that the correct values seem to be getting passed to the render engine, so that if diffuse depth is set to 1, you only get illumination by the direct light with no subsequent bounces. Increase to 2 and you see the first bounce, and so on, increasing further getting more and more bounces. Although once you get to maybe 8, you can't really see any difference. Glad to see Sighman is picking this up anyway.
rashadcarter
Licensed Customer
Posts: 71
Joined: Thu Sep 11, 2014 1:16 am

Thanks Sighman!

Thanks to you as well PhilW! So sorry to hear about your computer troubles.

Might one of you be able to test for me the issue with hard edged shadows in Version 3? For some reason all of my current characters seem to render with these hard edges at the terminator. Indeed this can happen with extreme bump or normal mapping settings and I'd read that they were looking into this for version 3, but currently what we have is much worse than the way it used to be.

So firstly I just want to know if anyone can confirm that surfaces render with these odd hard edges now, and secondly, is this caused by the Render Target settings being incorrect or is it caused by some other issue?

Thanks in advance.
Post Reply

Return to “Carrara”