OctaneRender™ Standalone 3.08 TEST 4

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roeland
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milanm wrote:THE EAGLE HAS LANDED.

(…)

Here's a basic setup. Obviously, I am NOT an advanced user, so I get a crash if I try to embed a texture ( input_tex ) in the Orbx. Textures can be downloaded from the author's blog here and they should go in the "input_tex:" slot.

Have fun!

Regards
Milan
That is pretty cool :ugeek:

I noticed some of the EXR files in the examples have a data window which extends outside the image bounds. Octane will crash if you try to load one of these files. This can be fixed in a next release.

-Roeland
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Goldorak
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FrankPooleFloating wrote:I was just reading this the other day: http://www.cgchannel.com/2017/11/innobr ... altus-1-5/

innoBright has released Altus 1.9, overhauling the software’s GUI. The new full-screen design, shown above, is intended to provide more visual feedback on the denoising process. ... blah blah blah ... Under the hood, the software now runs on the GPU by default, and via OpenCL only. The old CUDA version is no longer publicly available, with innoBright describing OpenCL as “faster and more reliable”.

And I thought I remembered Goldorak saying something about OpenCL being a turd, and that it was being abandoned etc... :? Wonder what is up with Altus and OpenCL...
OpenCL 1.2 is now a 6 year old API (GL ES 3.2 compute shader on mobile is today equally or perhaps even more versatile)... that not the future of modern cross platform GPGPU work (any more than DX11 is), especially on MacOS which will never upgrade to OpenCL 2.x or even upgade to GL 4.5 (w/ compute shaders) or allow Vulkan. It's Metal only on Apple, and that is the platform we need to be supporting beyond NV.
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Elvissuperstar007
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https://www.cg-source.com/multitexture.php in 3.08 it is already real?
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enricocerica
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abstrax wrote:
enricocerica wrote:I found a different behavior from 3.05 and 3.08 and the problem also occurs in 3.07, I placed a mesh emitter inside a specular container (bulb lamp) and it works as expected in 3.05 and another outside but they are both visible since 3.07 as reflection, though the opacity=0, double side unchecked.

Edit : Sorry, the problem occurs only if Transparent emission is activated but if not the illumination is poor compared to 3.05

3.07 and 3.08
The attachment Capture2.JPG is no longer available
3.05
The attachment Capture1.JPG is no longer available
Could you send me the scene or a similar scene showing the problem? We will then investigate. We made some fundamental changes in the emitters to fix some longstanding issues which is probably the reason for the difference, but I would like to make sure that we didn't break anything.

Here is a simple test.
emitInSpec.orbx
(123.83 KiB) Downloaded 261 times
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
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Jolbertoquini
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wallace wrote: Hi, We don't currently support multiple outputs for OSL texture, so if you remove the alpha output variable from the shader code, then it compile.
Thanks,
Wallace
Hi Wallace,

Thank you for the tip :)

cheers,
JO
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abstrax
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Elvissuperstar007 wrote:https://www.cg-source.com/multitexture.php in 3.08 it is already real?
Yes, that can be done with an OSL texture. Roeland wrote a small example in the OSL documentation (see delayed evaluation) and we hope to provide something more complete in the near future.

The same applies to UDIM textures.
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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enricocerica wrote:
abstrax wrote:
enricocerica wrote:I found a different behavior from 3.05 and 3.08 and the problem also occurs in 3.07, I placed a mesh emitter inside a specular container (bulb lamp) and it works as expected in 3.05 and another outside but they are both visible since 3.07 as reflection, though the opacity=0, double side unchecked.

Edit : Sorry, the problem occurs only if Transparent emission is activated but if not the illumination is poor compared to 3.05

3.07 and 3.08
Capture2.JPG
3.05
Capture1.JPG
Could you send me the scene or a similar scene showing the problem? We will then investigate. We made some fundamental changes in the emitters to fix some longstanding issues which is probably the reason for the difference, but I would like to make sure that we didn't break anything.

Here is a simple test.
emitInSpec.orbx
Thanks for the scene. If you disable "visible on specular" in the emitter you should get a result that is similar to older versions.

The reason for the difference between 3.06 and 3.07 is that in the past transparent emitters weren't weighted correctly when hit via an indirect/path ray resulting in a too dark reflected light surrounding the emitter (see chapter "transparent emission" in the new features thread of version 3.07).

Since we are currently not distinguishing between specular reflections and refractions, indirect hits of the transparent emitters are treated the same way independent whether any bounces up to the emitter were reflective or refractive. And in many cases it wouldn't make much sense to treat them differently. But by disabling "visible on specular" you are basically switching the emitter off for all specular bounces, which is probably what you want anyway.

Let me know if that works for you or if we should revisit this bit in the future. Thanks.
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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Thanks Abstrax,

Yes indeed I noticed that disabling "visible on specular" could be the solution but I think that in that case specular material object are not illuminated at all or am I wrong ?
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
aufwind
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thanks for the update.

It seems that bump maps behave differently in 3.08 compared to 3.07
3.07
3.07
3.08
3.08
Attachments
bump.orbx
(4.58 MiB) Downloaded 241 times
Win7 | Gigabyte G1.Sniper 3 | I7 3770K | 2x Titan (Kepler) | 1x Titan X (Pascal)
calus
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wallace wrote: We don't currently support multiple outputs for OSL texture, so if you remove the alpha output variable from the shader code, then it will compile.
Why this arbitrary limitation ?!!?? :shock:

Trying to translate to OSL all the Maya nodes here (well just texture nodes, camera, and projection, as other nodes are still not supported in 3.08 t4),
but in Maya every texture nodes have a color and a float output, the second output is for alpha, and this is very handy.

OSL camera nodes already supports multi output,
so please remove this arbitrary limitation to 1 output for OSL texture in the next 3.08 release.
Pascal ANDRE
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