OctaneRender™ Standalone 3.06 TEST 4

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

coilbook wrote:will normal mapping be fixed soon. Where we have to set it to none? Unfortunately we have 100s of textures and cannot use 3.06 because of normal mapping bug
This is a problem in the Max plugin (using core 3.06 test3) because it translates 0 value normal map to a greyscal colour while it should translate to RGB 0.5 0.5 1 or let the input empty.
Anyway with Octane core 3.06 test4 this is fixed automatically.
Pascal ANDRE
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

calus wrote:
coilbook wrote:will normal mapping be fixed soon. Where we have to set it to none? Unfortunately we have 100s of textures and cannot use 3.06 because of normal mapping bug
This is a problem in the Max plugin (using core 3.06 test3) because it translates 0 value normal map to a greyscal colour while it should translate to RGB 0.5 0.5 1 or let the input empty.
Anyway with Octane core 3.06 test4 this is fixed automatically.
Thanks!
vijay
OctaneRender Team
Posts: 196
Joined: Sun Jul 24, 2016 8:42 pm

coilbook wrote:exposure in Imager don't forget to also lower the "expected exposure" in Adaptive sampling.


can we get a sync check box next to as exposure not to forget to sync it to camera exposure
Sorry, This cannot be done. Ideally, we have to restart if expected exposure is changed.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

vijay_thirukonda wrote:
coilbook wrote:exposure in Imager don't forget to also lower the "expected exposure" in Adaptive sampling.


can we get a sync check box next to as exposure not to forget to sync it to camera exposure
Sorry, This cannot be done. Ideally, we have to restart if expected exposure is changed.

does it mean if my camera exposure is set to 6, for example, I should set AS exposure to 6
or AS exposure means how fast direct lit areas are done

It is very hard to understand without visual comparison, samples what the exposure is for.

Please see bellow

" It seems that areas that are directly lit should get a separate noise threshold I think.
Because 0.1- 0.2 is more than enough for direct lit areas but indirectly lit areas especially dark interiors would need around 0.04 or less.

But right now if we set it to 0.03 we waste a lot of time waiting for direct lit areas to reach their noise levels even though they look done way before the system colors them green.

But if we set to 0.1 - 0.2 direct lit areas looks fine but indirect still look grainy because system uses one threshold for both direct and indirect.

Thanks



Isn't this in some way connected with exposure settings? Just guessing...

Maybe because it's related with engine core, it would be better to check all these things in standalone - cause 3ds max is TEST 3 - which is one step behind, Standalone is TEST 4 for now."
User avatar
justix
Licensed Customer
Posts: 585
Joined: Sat Feb 27, 2010 8:01 pm

HEre something I need help and in many situation like this..

I got this very little scene as testing BUT I get awful lot of noise still after 25000 samples and I did try my best to down he power of the HDRI and optimize Path Term to 0.3 and set AS to 0.03 ( but even 0.02 did not change much ) 2 Hours and still that noise in dark areas, I don't know were to light somewhere in the room but I wanted the light to enter only from the window as it is my intention to do..

When I do set renders without a proper room box ( unlike just using a wall and a floor ) I get Noise from hell and I would like to optmize the matter , I thought AS could help in Cutting it down quicker but it does not sems much help, I post my settings. see the noise map seems almost done but not completed at 0.03..

Any tips? Also Response does influence and usually I never use Linear as it look too washy..

Thank you
Attachments
panel.jpg
Render targetnoise.png
Render target.png
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Path term power 0 for shadows. Coherent may be higher. Caustic blur 1.

Tile and parallel set to max for better speed.

AS 0.03 may be too high. Min adapt. samples - try double it.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
HHbomb
Licensed Customer
Posts: 1371
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

yes, caustic blur to 1 or 0.5 help a lot to kill noise...
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
User avatar
justix
Licensed Customer
Posts: 585
Joined: Sat Feb 27, 2010 8:01 pm

smicha wrote:Path term power 0 for shadows. Coherent may be higher. Caustic blur 1.

Tile and parallel set to max for better speed.

AS 0.03 may be too high. Min adapt. samples - try double it.
Thanks guys I'll test it straight forward and will get back with some results

edi: although with the settings suggested at 30000 samples my estimate jumped to 7Hours? was supposed to be faster?
Win 7 64 | 2 X MSI AERO GtX 1070| Intel I7-6850K| 32 GB DDR4 RAM | Asus X99 II-A
HHbomb
Licensed Customer
Posts: 1371
Joined: Wed Jun 30, 2010 8:45 pm
Contact:

estimate time is for "normal" calculation without AS, more pixel reach the noise value, more sample/pix increase and time decrease.
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
User avatar
Goldisart
Licensed Customer
Posts: 780
Joined: Sat Oct 26, 2013 8:47 am

caustic - a sore point very slowly it is possible to make a fake without a detailed calculation as in the de Iray render
////////////////////////////////////
https://youtu.be/JwQUU0knPhY

tell me will is work on optimization of caustics ?
Post Reply

Return to “Development Build Releases”