The hair shader needs a few extra parameters.
Namely, melanin randomisation and specular randomisation.
Also, taking melanin value all the way to 1 doesn’t turn the hair black. It just goes till a deep brown. And the philomelenin doesn’t seem to have any effect on the redness of the hair colour.
I’ll post a few images in a while.
Regards
Rohan
OctaneRender™ 2019.2 XB1
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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.
CUDA crash when enabling rounded edges + texture displacement
I posted this on the 2019.1 RC3 thread, but it crashes 2019.2 XB1 as well
viewtopic.php?p=366992#p366992

I posted this on the 2019.1 RC3 thread, but it crashes 2019.2 XB1 as well
viewtopic.php?p=366992#p366992
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
You should modify your RW Bias until you can't see the seam anymore.rohandalvi wrote:There is an issue with the new SSS. With Daz models the skin is broken into multiple sections, Face, Torso, Arms and legs. So you need different shaders for each section to setup the full skin.
In 2019.2 I can see a visible seam between the two shaders. This wasn't happening before.
I'm attaching a very simple orbx to demonstrate the issue.
regards
Rohan
Fixed for next release.Despot wrote:There is an issue with map projection when using a texture to control Albedo in the new Random Walk SSS node.
The only projection type that seems to be working is 'MeshUV'
Other types such as Box, Spherical etc don't seem to function.
Tested using a heavy, geometric pattern (very obvious) and switching from MeshUV to Box just kills the texture. Tried varying degrees of scale, nothing helps.
Be interesting to know if anybody else gets this
Arturo has fixed 1) above.mojave wrote:Thank you for the reports, we were aware of 1) but will add 2) to our checklist and both should be fixed in the next release.abayliss wrote:Two things I have observed while messing around with 2019.2 XB1.
1. Having AI light and RTX enabled at the same time results in a CUDA error.
2. Adaptive sampling seems to cap out at around 120 M/sec for me when I have RTX enabled. This may be an edge case, but I ended up with an adaptive sampling enabled render that started off almost 3x as fast with RTX enabled, but was then overtaken and completed in ~ half the time by the exact same render with RTX disabled.
Thank you, this will be fixed in all versions.funk wrote:CUDA crash when enabling rounded edges + texture displacement
I posted this on the 2019.1 RC3 thread, but it crashes 2019.2 XB1 as well
viewtopic.php?p=366992#p366992
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
Hi,
The Thin Wall option is producing no effect in the Universal Material (works perfectly for the Specular Material).
Thanks!
The Thin Wall option is producing no effect in the Universal Material (works perfectly for the Specular Material).
Thanks!
I come across seams sometimes, what is a RW bias?haze wrote:You should modify your RW Bias until you can't see the seam anymore.rohandalvi wrote:There is an issue with the new SSS. With Daz models the skin is broken into multiple sections, Face, Torso, Arms and legs. So you need different shaders for each section to setup the full skin.
In 2019.2 I can see a visible seam between the two shaders. This wasn't happening before.
I'm attaching a very simple orbx to demonstrate the issue.
regards
Rohan
(Never came across that expression before.)
Update- I looked online for “RW Bias”, I cannot find it.
Then I looked at the poster’s pictures and it said Random Walk SSS.
So “RW bias” means “Random Walk strength/amount”.
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
I was testing this out with a checks texture and couldn't get it to work until I used a MESH UV projection. All other projections just produce a solid color instead. Will other projections be supported?wallace wrote:In addition to random walk, we have modified our old media so that you can provide any texture as input to scattering/absorption textures.
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
Raised this a couple of weeks ago and it's being fixxed for the next release. See below...funk wrote:I was testing this out with a checks texture and couldn't get it to work until I used a MESH UV projection. All other projections just produce a solid color instead. Will other projections be supported?wallace wrote:In addition to random walk, we have modified our old media so that you can provide any texture as input to scattering/absorption textures.
haze wrote:Fixed for next release.Despot wrote:There is an issue with map projection when using a texture to control Albedo in the new Random Walk SSS node.
The only projection type that seems to be working is 'MeshUV'
Other types such as Box, Spherical etc don't seem to function.
Tested using a heavy, geometric pattern (very obvious) and switching from MeshUV to Box just kills the texture. Tried varying degrees of scale, nothing helps.
Be interesting to know if anybody else gets this