OctaneRender™ Standalone 2.23.2
Light passes do not seem to take bounced light into consideration. I think in order for this to work like maxwells multilight Light source GI contribution needs to be added to the pass. Maxwell also takes reflections and refractions into consideration(so if you change the color of a light for example from green to red. the reflections of the light in reflective objects like glass change as well
You do not have the required permissions to view the files attached to this post.
Last edited by imensah on Thu Jun 11, 2015 9:40 pm, edited 1 time in total.
Win 8 Pro 64 Bit | i7 3770 3.5ghz | 8 Gb Ram | 1 x Titan 1 x GTX 480
The difference is due to the reduced/fixed Fresnel reflections. See http://render.otoy.com/forum/viewtopic. ... 39#p227739Jolbertoquini wrote:Hi guys,
I decide to update to 2.20 to 2.32.2, but all my scenes on 2.20 they are darker, nothing was changed on the scene.the settings for kernel they are all the same as the other.
I know maybe is a bit laterfor the problem, but Could you explain if something was changed between versions. I try to see if was gamma but I realize also highlights (reflection) are different. please some advise on that would be great
![]()
Regards
JO
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
At the moment there is no camera projection in Octane, i.e. the plugin is emulating it via the perspective projection. I guess there is some kind update issue in the plugin.BorisGoreta wrote:This doesn not work. I need to copy camera projection node and then plug it in.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Which kernel are you using? If it's the direct lighting kernel, there won't be diffuse light bounces unless you enabled the diffuse global illumination mode. Path tracing should have indirect light in the light pass.imensah wrote:Light passes do not seem to take bounced light into consideration. I think in order for this to work like maxwells multilight Light source GI contribution needs to be added to the pass. Maxwell also takes reflections and refractions into consideration(so if you change the color of a light for example from green to red. the reflections of the light in reflective objects like glass change as well
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
There was a bug in this node in the LightWave plugin. It is fixed now for the next release.abstrax wrote:At the moment there is no camera projection in Octane, i.e. the plugin is emulating it via the perspective projection. I guess there is some kind update issue in the plugin.BorisGoreta wrote:This doesn not work. I need to copy camera projection node and then plug it in.
-Juanjo
- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
- Contact:
Hi Guys,
I would like to add a request please, I would like to have a ground plane with reflection and shadow similar as the render layers.
similar to layer option as the layer passes with ID, I just was think if we could have a shader with reflection ID option so we chose the ID to be reflect on the shader as example ID 1 to have a ground reflection just of the objects with the id 1 but not the background ( HDRI environment). Or "reflection distance option" as the other render engine.
(I know we can do it in post and composting stage I would like have just at the main render target or a kind of composition tool to put the passes together from the ID layers. in the standalone to preview the result)
Hope you can understand my request. thank you all so far for all job you have done with this amazing engine.
Regards
Jo
I would like to add a request please, I would like to have a ground plane with reflection and shadow similar as the render layers.
similar to layer option as the layer passes with ID, I just was think if we could have a shader with reflection ID option so we chose the ID to be reflect on the shader as example ID 1 to have a ground reflection just of the objects with the id 1 but not the background ( HDRI environment). Or "reflection distance option" as the other render engine.
(I know we can do it in post and composting stage I would like have just at the main render target or a kind of composition tool to put the passes together from the ID layers. in the standalone to preview the result)
Hope you can understand my request. thank you all so far for all job you have done with this amazing engine.
Regards
Jo
Octane Render for Maya.
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
https://vimeo.com/jocg/videos
https://www.linkedin.com/in/jocgtd
http://www.hmxmedia.com/
--------------------
Join MAYA OCTANE USERS Skype discussion here :
https://join.skype.com/LXEQaqqfN15w
Hi ! I have a question about caustic. I was faced with the render jewelry. And I have a question on caustics. The I-ray at the moment it is considered much faster than in octane render. Plan you do optimization of caustics in Octan render?
http://www.youtube.com/watch?v=6XKLTDJo4T4
http://www.youtube.com/watch?v=mJ9eOHQdsmU
http://www.youtube.com/watch?v=6XKLTDJo4T4
http://www.youtube.com/watch?v=mJ9eOHQdsmU
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
Hi Abstrax,
I need you find a solution to mix displacement and normal mapping in Octane.
At the moment is not possible to do it correctly.
This is one example:
I have a scene created in Vray where a pillow has an edge mapped with a diplacement.
All the pillow surface has mapped a normal map to simulate the folds.
In Vray this model is rendered correctly.
If we do the same in Octane we lost the normal map, this one is not rendered correctly. We see polygon artifacts, only the displacement area is rendered correctly.
regards
I need you find a solution to mix displacement and normal mapping in Octane.
At the moment is not possible to do it correctly.
This is one example:
I have a scene created in Vray where a pillow has an edge mapped with a diplacement.
All the pillow surface has mapped a normal map to simulate the folds.
In Vray this model is rendered correctly.
If we do the same in Octane we lost the normal map, this one is not rendered correctly. We see polygon artifacts, only the displacement area is rendered correctly.
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Hi there, long time no see
I've been out of the loop for a few months regarding Octane, I see lots of things are new or have changed. After trying some older scenes with the new version, I noticed that none of my emitter materials work properly. Texture emitter materials are all messed and I'm unable to fix them (either end up with something overblown or too dim, while the textures are still not visible). See the below comparison (same scene, glowing mat is just a slightly modified version of "lava" from LiveDB):
Can someone give me some hints on what could be the problem here, or give me a quick recap on "behind the scene" emitter changes in the last versions, please.

I've been out of the loop for a few months regarding Octane, I see lots of things are new or have changed. After trying some older scenes with the new version, I noticed that none of my emitter materials work properly. Texture emitter materials are all messed and I'm unable to fix them (either end up with something overblown or too dim, while the textures are still not visible). See the below comparison (same scene, glowing mat is just a slightly modified version of "lava" from LiveDB):
Can someone give me some hints on what could be the problem here, or give me a quick recap on "behind the scene" emitter changes in the last versions, please.
You do not have the required permissions to view the files attached to this post.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net