this bug had been fixed right now.Notiusweb wrote:Here you go!wallace wrote:Can you post a screenshot and a sample scene when this happens?Notiusweb wrote:Often 2x2 up-sampling will result in the image being split on the screen, with a big black bar between the top and bottom, where the top and bottom are squished.
Only happens when 2x2 Up-Sampling.
OctaneRender™ 2019.1 XB2
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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.
Hi All,
I was very excited to test the upsampler on one of the bigger projects, a 4K VR animation...I did these two tests without and with the upsampler on 2x2 (see below)
seems like stereo distribution confused the crap out of it lol...am I doing something wrong or does this need to be fixed still by developers?
thanks,
Al
Upsampler turned off (result as expected)
Upsampler turned on (def not as expected)
I was very excited to test the upsampler on one of the bigger projects, a 4K VR animation...I did these two tests without and with the upsampler on 2x2 (see below)
seems like stereo distribution confused the crap out of it lol...am I doing something wrong or does this need to be fixed still by developers?
thanks,
Al
Upsampler turned off (result as expected)
Upsampler turned on (def not as expected)
Asus V Extreme motherboard, i7-5930K CPU, 32 GB DDR4 Quad Channel RAM, 3x Nvidia Geforce 1080ti, Windows 7 Ultimate 64, 3DS Max 2019 64
I've run into a bug with the layered material node.
As far as I can tell, the 2 materials I've set up below, should look identical, but the "layered material" version is incorrect and renders the base material black.
1. Load the attached orbx and start rendering
2. Double click the "TEST_MATERIAL" nodegraph node
3. Plug the "layered material" into the material out
As far as I can tell, the 2 materials I've set up below, should look identical, but the "layered material" version is incorrect and renders the base material black.
1. Load the attached orbx and start rendering
2. Double click the "TEST_MATERIAL" nodegraph node
3. Plug the "layered material" into the material out
- Attachments
-
- oct_2019_layered_difference_01.orbx
- (180.19 KiB) Downloaded 265 times
Last edited by funk on Wed Jun 05, 2019 3:48 am, edited 2 times in total.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I dont think it makes much sense to group subsampling and upsampling together.
One is purely for faster interactivity in the viewport while you navigate a scene. The other is used more like a post process for the final render.
You might actually want both on at the same time, so you can move the camera around more interactively, then do a final upsample when the render completes.
One is purely for faster interactivity in the viewport while you navigate a scene. The other is used more like a post process for the final render.
You might actually want both on at the same time, so you can move the camera around more interactively, then do a final upsample when the render completes.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
This is a similar bug to the one I posted before. This time using a composite layer renders incorrectly.
I think all of this is related to the diffuse material's transmission when combined with a specular layer.
1. Load the attached orbx and start rendering
2. Double click the "TEST_MATERIAL2" nodegraph node
3. Plug the "composite material" into the material out
I think all of this is related to the diffuse material's transmission when combined with a specular layer.
1. Load the attached orbx and start rendering
2. Double click the "TEST_MATERIAL2" nodegraph node
3. Plug the "composite material" into the material out
- Attachments
-
- oct_2019_composite_difference_01.orbx
- (175.36 KiB) Downloaded 263 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I'm getting strange results with the universal thin wall option, when the environment is visible behind it.
I have a grey plane under the statue. The white background is an environment image.
I have a grey plane under the statue. The white background is an environment image.
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
I agree they should not be grouped togetherfunk wrote:I dont think it makes much sense to group subsampling and upsampling together.
One is purely for faster interactivity in the viewport while you navigate a scene. The other is used more like a post process for the final render.
You might actually want both on at the same time, so you can move the camera around more interactively, then do a final upsample when the render completes.
calus wrote: But what about extracting "thin film layer" attributes as a separated additionnal layer node ? besides It already has the perfect name: thin film LAYER
( this won't break previous octane scene as they don't use layer nodes)
Well, doesn't seem right, "ultimatly" thin film layer should not depend only on just one underlying BSDF ,wallace wrote:Because ultimately thin film depends on an underlying BSDF, in which case is either specular or metallic.
thin film interference should happen on the specular result of the layered pile of all BSDFs below.
So the Sheen layer represent exactly one BSDF ?wallace wrote: Each layer represents one BSDF exactly currently.
I don't understand your question, isn't it the point of layered material, to decompose materials to simpler material components and well ... layer them.wallace wrote:Why do you want thin film in a separate layer? Can you please provide a use case?
and obviously this is particularly indicated for thin film effect as this phenomen is actually due to a true material layer in the real physical word.
but I understand why it could be hard to do in Octane regarding the historical thin film layer implementation.
Last edited by calus on Wed Jun 05, 2019 8:36 am, edited 1 time in total.
Pascal ANDRE
@Wallace,
Also please change specular layer with IOR 1 to actually behave as IOR 1 not as an infinite IOR (we have metallic layer for that)
Even if it's the way it's workings in glossy material doesn't mean it's right,
layered material is a new implementation so can get rid of old non-sens.
Also please change specular layer with IOR 1 to actually behave as IOR 1 not as an infinite IOR (we have metallic layer for that)
Even if it's the way it's workings in glossy material doesn't mean it's right,
layered material is a new implementation so can get rid of old non-sens.
Pascal ANDRE
Here is my running wishlist from this XB2:
1 - 1.5x1.5 up sampling (as 3rd up-sampling option)
2 - bigger (or size-customizable) GPU list display-area in device preferences
1 - 1.5x1.5 up sampling (as 3rd up-sampling option)
2 - bigger (or size-customizable) GPU list display-area in device preferences
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