Especially in the case of a character, microdetail should be added using a Normal Map. There's no such a thing like microdisplacement in Octane right now.
Texture Displacement should never be used for characters, and especially for deforming mesh. For that, you need to use Vertex Displacement.
Its' very important to set the gamma for the Displacement Map you're using to 1, and change the depth (16 or 32) to the one supported by the file.
Vertex Displacement allows to get some very nice detail without the need of subdividing the base mesh too much. Autobump can really help showing the full detail the map offers.
I've made a quick test to show the power of Vertex Displacement with AutoBump.
Mesh subdivided 4 times, 12 million polygons:
Mesh subdivided 3 times, 7 million polygons:
Mesh subdivided 2 times, 7K polygons:
Can you really spot so much difference when you're looking at one image at time? Moreover, of course there's no normal map in those images, which is something you normally export from ZBrush when working with sculpted characters.
OctaneRender™ 2020.1 [superseded by 2020.1.1]
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
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@Lino - Okay, Thanks!
With any Micro Displacement limitation right now, do we know if will come in some form in a later Octane release?
With any Micro Displacement limitation right now, do we know if will come in some form in a later Octane release?
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
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External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
Adaptive subdivision, mentioned by Jules in his GTC video, will make Vertex Displacement even better and overcame the need of "real" microdisplacement, which can be quite memory intensive (no GPU render supports it AFAIK).
- linograndiotoy
- Posts: 1350
- Joined: Thu Feb 01, 2018 7:10 pm
I think we may have some issue with Mediums when used with meshes to simulate fog.
I've made a simple plane with a Volume Medium applied to simulate this effect: Lowering down the Scatter value is making the whole scene darker (Absorption is set to black, so there's none): I made a video:
https://youtu.be/f-lY35im4Co
That's the scene:
I've made a simple plane with a Volume Medium applied to simulate this effect: Lowering down the Scatter value is making the whole scene darker (Absorption is set to black, so there's none): I made a video:
https://youtu.be/f-lY35im4Co
That's the scene:
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Hi Devs/OTOY,
I have some problems with overlapping displacement materials when one material is transparent (water) then i get black edges around sections where they meet. On bigger scene my real shoot it's even worse and from distance i get thick 5-6 pixels black border around my coast line where gravel meets sea but even on close ups like here it's very noticeable and problematic as you can see from this screen grab and i simplified scene into ORBX so you can see for yourself.
Can you investigate and fix this ?
Thanks
I have some problems with overlapping displacement materials when one material is transparent (water) then i get black edges around sections where they meet. On bigger scene my real shoot it's even worse and from distance i get thick 5-6 pixels black border around my coast line where gravel meets sea but even on close ups like here it's very noticeable and problematic as you can see from this screen grab and i simplified scene into ORBX so you can see for yourself.
Can you investigate and fix this ?
Thanks
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
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WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
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Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
its old bug, but it is not fixedLewis wrote:Hi Devs/OTOY,
I have some problems with overlapping displacement materials when one material is transparent (water) then i get black edges around sections where they meet. On bigger scene my real shoot it's even worse and from distance i get thick 5-6 pixels black border around my coast line where gravel meets sea but even on close ups like here it's very noticeable and problematic as you can see from this screen grab and i simplified scene into ORBX so you can see for yourself.
Can you investigate and fix this ?
Thanks
viewtopic.php?p=380021#p380021
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
If I'm understanding correctly, when you use green for the backplate, you expect the indirect rays that pass through (or scatter through) the volume to NOT sample the visible environment.linograndiotoy wrote:I've noticed that the Backplate option in the Visible Environment is giving different results when used with transparent meshes or Volumes.
In this scene we have a box with transmission and a volume. Backplate is off and everything renders correctly: With Backplate on, the mesh will still show the Environment color in transparency (correct), while the volume will show the color set in the Visible Environment (which normally should show up only when Refractions option is active):
The only way that could work is if we treat it the same way we are treating black shadows on volumes. The problem is that, at the outer edges of the volume, you might expect a soft contribution of green. This will not happen. You will end up with a solid green border around the whole volume - which for meshes is OK of course, but for volumes I really doubt it would be useful.
Maybe explain exactly what you expected to see in case I'm making the wrong assumptions.
Hi otoy,
I know that you know that rendering animation in path tracing is still not easy for the most of us even having tens of 2080TIs. Can you please add secondary direct light bounces since in AO light looses its strength quick
Anyway to create a hybrid kernel for animations with better denoiser for moving cameras and better faster light bounce ? We were waiting for crazy rt improvement and brigade and saw no mprovements for faster rendering for animations
I know that you know that rendering animation in path tracing is still not easy for the most of us even having tens of 2080TIs. Can you please add secondary direct light bounces since in AO light looses its strength quick
Anyway to create a hybrid kernel for animations with better denoiser for moving cameras and better faster light bounce ? We were waiting for crazy rt improvement and brigade and saw no mprovements for faster rendering for animations
ANY news on this?miko3d wrote:Congrats for the release,but....Guys you did it back in November and doing it again now:Goldorak wrote:Working with Juanjo and Mark G (our Hydra dev) to push this to our Houdini users shortly. We are just wrapping up parity validation with Karma's various lights at the moment.rohandalvi wrote:Fantastic release.
Any update on the Houdini Solaris plug-in?
Regards
Rohan
"Hydra Render Delegate for Houdini 18
Octane 2020.1 for Houdini 18 can operate as a fully functional Hydra Render delegate for the Solaris viewport, with support for USD preview surface and lights exposed by the Hydra API."
Please don't advertise features that are not out, not even an announced alpha/beta.. specially when we have been waiting 6 months for them,its frustrating,I really like Octane and you guys have been doing a great work implementing features,but statements like this makes it difficult to recomend as a serious alternative render back in the office.
Also, could you at least elaborate more on what fully functional means?will it have support for primvars?LPEs? support for curves/fur?mblur?will it support houdini new lighting controls to lock speck/diffuse and shadows for the lights??we just have a screenshot...
Thanks again guys for the hard work.