OctaneRender™ Standalone 3.00 beta 2

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RobSteady
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enricocerica wrote:Hi, me again
I rendered a new complex scene this night and to remove some noises I use the render region function, I have to wait the region is ok to select a new one, this leads me to conclude that a multi regions render would be very welcome. Duno if this is something complex to develop ...
Hopefully Adaptive Sampling and an integrated Denoiser will help us with this problem soon:
Goldorak wrote:Adaptive sampling is a 3.1 feature and won't take long to implement.
The Altus denoiser is a 3rd party plugin, which we are validating with the new 3.1 native plugin system/SDK.
Today, Alrus does work externally eith Octane with 3.00 beta 1 AOVs renders. This how we tested the denoising samples shown in the GTC slides. We would like to have the denoiser become an integrated 3.1 plugin so it is easier for artists to use in their host app of choice and also available on ORC.
Denoiser:
Rendered with Corona, only 4 passes, denoised with Altus
image.jpeg
image2.jpeg
Adaptive Sampling:
http://youtu.be/3NqPGuxLBXw
From FStorm Render
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abstrax
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enricocerica wrote:I hope someone could help me ;)

I'm trying to use the atmosphere medium, well it works fine but the problem is that the medium seems to affect the whole scene, what I would like is to only affect the far part of the scene.

Any idea ?
Thanks
Then you have to use the old system by putting the far away part into an explicit volume.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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enricocerica
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abstrax wrote:
enricocerica wrote:I hope someone could help me ;)

I'm trying to use the atmosphere medium, well it works fine but the problem is that the medium seems to affect the whole scene, what I would like is to only affect the far part of the scene.

Any idea ?
Thanks
Then you have to use the old system by putting the far away part into an explicit volume.
That was my thought too.
Do you think we could achieve that without having to use this trick in the future ?
Thanks
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abstrax
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enricocerica wrote:
abstrax wrote:
enricocerica wrote:I hope someone could help me ;)

I'm trying to use the atmosphere medium, well it works fine but the problem is that the medium seems to affect the whole scene, what I would like is to only affect the far part of the scene.

Any idea ?
Thanks
Then you have to use the old system by putting the far away part into an explicit volume.
That was my thought too.
Do you think we could achieve that without having to use this trick in the future ?
Thanks
Not really. There are a gazillion potential shapes of participating media. Which of these should be implemented? In my opinion, it makes more sense to define anything non-trivial (i.e. any shape that is not a sphere) via an explicit surface.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Rafael-Vallaperde
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Hello everyone!

Today i tried 3.0 for the first time! went straight to the new displacement and noticed that now zbrush maps are working GREAT! Thank you very much. Also motion blur now works on displacement meshes.

However, for environment is not working for me. Have a look and let me know if i'm doing something wrong and hopefully more ppl can be enlightened too.

Tests were done in octane 3.2.1, in C4D r16 (.50)

I created this simple scene to test it:
emitter no fog.jpg
this started odd, on a very simple scene i got these fireflies, where could they possibly coming from? material? they are just glossies...

Ok, so, now let's get some fog in! i added a medium to the octane daylight sistem and then i got this:
SSS environment fog.jpg
Definitelly the fog factor kicks in, but it's just scattering... where are the godrays? this looks like a cirscunstance where they would show up. if i crank the values the scene just washes out and don't get to see the effect.

Then i tried it with hdr environment(maybe the daylightsistem got messed up?), and i got this:
SSS HDR environment fog.jpg
Some problem, no projected lines in the "dust"

Then i tried the old fog cube with 1 ior , etc, etc:
SSS Cube fog.jpg
ugly!

What am i doing wrong? any idea guys?

here's the scene so you can have a look.
scene issue godrays.rar
(9.09 MiB) Downloaded 226 times
All the best
Raf
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roeland
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God rays are only visible in a few specific circumstances, like the sun shining through gaps in a cloud cover. You may sometimes see a similar effect in shadows, but then you need something large blocking light from a large far away light source. In your specific scene I don't think it's possible to render god rays.

--
Roeland
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Rafael-Vallaperde
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DO you think so?hmn.... that's weird, i belive it is possible to see volumetric light in a circunstance like this.
see the example:

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bepeg4d
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Hi Raf,
I have created a new black environment node with medium, reduced the light dimensions, moved it a bit behind the roses, and here is the result:
godrays.JPG
scene issue godrays_0001.7z
(4.04 MiB) Downloaded 538 times
The Phase has a great impact with god rays ;)
ciao beppe
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Rafael-Vallaperde
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Joined: Mon Nov 25, 2013 1:07 am

bepeg4d wrote:Hi Raf,
I have created a new black environment node with medium, reduced the light dimensions, moved it a bit behind the roses, and here is the result:
The attachment godrays.JPG is no longer available
The attachment scene issue godrays_0001.7z is no longer available
The Phase has a great impact with god rays ;)
ciao beppe

Hello friend! thank you for your help.

so, now i see, it looks like you need some peculiar settings to make them apear.

Tha's funny, it looks like it's only showing up when the light travels towards the camera.
fog towards camera.png
fog towards camera 2.png
As soon as light is traveling in the opposite direction form camera, you can't see any fog animore.
fog away camera 2.png

Also Phase(fron scattering/backscattering right?) plays a big one in this, so it makes light frontscatter towards the direction it is going to.
Thank you for clarifying! :)
Cheerz
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