It is functional, path tracing is made of direct light contribution + indirect bounce contribution. AI light improves the prior in that combination.Notiusweb wrote:AI Lighting is non-functional with Path Tracing kernel?
OctaneRender™ 2020.1 RC4 [superseded by 2020.1]
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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.
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.
linograndiotoy wrote:It looks like Denoiser is not working properly on the background in RC4 if a Volume Medium is used.
Beauty: Denoised:
Hi Lino,
This is currently a limitation with octane volume denoiser. We record volume data in volume, volume mask and volume emission passes. The current volume denoiser model denoises volume and volume emission passes but not the volume mask pass, due to which the denoiser output looks noisy, we will improve the volume denoiser in future. Until then please volume/ environment medium needs more samples. We don't have any set rule, but it would be ideal if we have a minimum of 1000 samples to denoise volumes.
Thanks,
Vijay
- linograndiotoy
- Posts: 1351
- Joined: Thu Feb 01, 2018 7:10 pm
Hi Lewis.Lewis wrote:This is nice and quick update (form RC3), Thanks guys.
One thing i miss for long time is Triplanar mapping to work with Octane Displacement. Not Vector displacements but standard displacement. Vector one is way too slow and need a LOT of subdivision to get decent quality and sucks up VRAM too much for my taste.
so please can you make regular displacement working with projection/Triplanar nodes also ??
Thanks
Texture Displacement totally relies on UVs to work, so I'm afraid making it work with other projections than UV would be somehow problematic. It will be improved with Motion Blur support for deformed object, but the attention is more toward improving Vertex Displacement, which will offer Adaptive Subdivision to make displaced meshes way lighter for the VRAM.
That and the current Bump Displacement option should allow for some amazing displaced detail with no huge waste of resources.
I don't know if this has anything to do with the recent posts as I'm not an expert at all on this.
But the Texture displacement does not work when put in the Vertex mixer.
Not just that, but The Vertex mixer's stability when added to a material is very skiddish and crashes standalone.
But admittedly this is old news pretty much I guess.
But the Texture displacement does not work when put in the Vertex mixer.
Not just that, but The Vertex mixer's stability when added to a material is very skiddish and crashes standalone.
But admittedly this is old news pretty much I guess.
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Plugs: Enterprise
- linograndiotoy
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- Joined: Thu Feb 01, 2018 7:10 pm
There's a reason why the node is called Vertex Displacement mixer. You can only mix Vertex Displacement nodes, not Texture Displacement.
I think we are both confused then, do you know why the Texture Displacement option is then in the Vertex Displacement Mixer?linograndiotoy wrote:There's a reason why the node is called Vertex Displacement mixer. You can only mix Vertex Displacement nodes, not Texture Displacement.
Otoy - if what Lino is saying is true, that the Texture 'option' is really an inactive legacy component, he has thought of great idea -
could you guys then make a Texture Displacement mixer!???!!!!!
This would rock, I have tried adding Composites together but only one displacement operates in that scenario. Otherwise I have to string together Multiply, Add, and stuff like that in a single Texture.
It gets messy and wonky because you only have one Mid and Height.
And like I said using 2 Vertexes is skiddishly unstable and crashes scenes.
THX!
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- immortalartscom
- Posts: 350
- Joined: Thu Jan 24, 2013 3:14 pm
- Contact:
Hi,
is RTX working on slaves too? if yes, does the checkbox "activate RTX (experimental)" in the local device settings of the master activate RTX on slaves?
thx
is RTX working on slaves too? if yes, does the checkbox "activate RTX (experimental)" in the local device settings of the master activate RTX on slaves?
thx
I think it's something with the latest Win 10 update, but operating windows context menus from within Octane are really slow now.
As an example, if I "Choose new Image File" on a mesh's RGB image slot, it then opens up the Win 10 browser window to select the image.
But if I right-click an image in that folder, say, and then using the context menu select "Open with", it loads and loads and loads really slow in circles like it's "not responding", and then eventually it loads.
But I am remembering pre-April 1909 update that this wasn't moving slow. Like a week or so ago...
And, as contrast now, if I perform the same right click operation on the image texture, but just in Windows itself, and not from within Octane, it does it quite fast, an I can "Open With" etc quite fast in the context menu.
I think something in April Win 10 1909 update slowed the Octane file-folder operation down.
As an example, if I "Choose new Image File" on a mesh's RGB image slot, it then opens up the Win 10 browser window to select the image.
But if I right-click an image in that folder, say, and then using the context menu select "Open with", it loads and loads and loads really slow in circles like it's "not responding", and then eventually it loads.
But I am remembering pre-April 1909 update that this wasn't moving slow. Like a week or so ago...
And, as contrast now, if I perform the same right click operation on the image texture, but just in Windows itself, and not from within Octane, it does it quite fast, an I can "Open With" etc quite fast in the context menu.
I think something in April Win 10 1909 update slowed the Octane file-folder operation down.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
That's correct, RTX settings are broadcasted from the master to all slaves.immortalartscom wrote:Hi,
is RTX working on slaves too? if yes, does the checkbox "activate RTX (experimental)" in the local device settings of the master activate RTX on slaves?
thx