OctaneRender™ Standalone 3.00 alpha 2
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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.
Even if you set it to 1.0, Octane still performs anti-aliasing. And don't forget that Octane also renders with a finite aperture size by default, so objects which are out of focus will appear blurred.oguzbir wrote:Hi Guys,
I think there is a tiny problem with the image antialiasing (the filter).
Even if I lower down the Filter Size value to 1.0. The renders seems to act like there is an effective blurring filter running.
The sharp version in your GIF has quite prominent halo artefacts, making it appear sharper than the other version. If you want that look you will have to apply some sharpening during post-processing.
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Roeland
Roeland I get what you mean... I have good knowledge of the artifacts you've mentioned. No questions there.roeland wrote:Even if you set it to 1.0, Octane still performs anti-aliasing. And don't forget that Octane also renders with a finite aperture size by default, so objects which are out of focus will appear blurred.oguzbir wrote:Hi Guys,
I think there is a tiny problem with the image antialiasing (the filter).
Even if I lower down the Filter Size value to 1.0. The renders seems to act like there is an effective blurring filter running.
The sharp version in your GIF has quite prominent halo artefacts, making it appear sharper than the other version. If you want that look you will have to apply some sharpening during post-processing.
--
Roeland
I'm not suggesting that way of structural or post sharpening in Octane.
And the aperture size is always at 0 when I render products. I know that as well.
But if you can manage to help us render sharper images, I'll be glad.
I currently do not have a working vray license on my workstation so I couldn't post that render.
But I know that vray biassed version, or iray lets us to choose antialiasing method. And their antialias filter choice or (a minimum antialias value ) tends to give proper crisp sharp images.
If I tend to render the same scene with another render (more like biassed renders) the render appear to have a sharper output than Octane.
Thats what bothers me.
Increasing filer value to a higher makes the image blurry. Like you've said 1.0 value does aliasing but it's kind of abit high.
I always tend to apply post sharpening effects. But it might be great if you kind of improve features for antialiasing.
if it's impossible to do than ok.
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Hi there,
Quick feature question/request kind of thing.
Would it be possible to alter or add the funtionality of Random Color Texture to the elements of the objects.
Say you have independent groups of boxes, attached together to form a single object. (example A voxelized single object made up of boxes)
And assigning random color texture as a diffuse texture to drive different color for each object elements ?
Thanks.
Quick feature question/request kind of thing.
Would it be possible to alter or add the funtionality of Random Color Texture to the elements of the objects.
Say you have independent groups of boxes, attached together to form a single object. (example A voxelized single object made up of boxes)
And assigning random color texture as a diffuse texture to drive different color for each object elements ?
Thanks.
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- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Which plug are you using? You could, for example, do this in Lightwave with box instances, each with a random color...
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I'm just testing SSS and plugged an emission texture into it with "cast illumination" disabled. It's still casting light on the object around it though.
I tried this in octane 2 and see the same issue. I assume this is a bug?
I tried this in octane 2 and see the same issue. I assume this is a bug?
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- medium_emission_test.orbx
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"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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Very excited with the new release - I have a question though. In the pre-release publicity (months ago), one of the new features was going to be "micro-surface displacement volumes and surfaces" but I haven't seen any reference to it in the alpha. Am I missing something, is it coming, or has it been dropped?
You can use the new atmospheric medium for this, just set a light blue scattering value and adjust distance to get the effect you want.coilbook wrote:Can anyone from Otoy please answer.
Will we get atmospheric effects like bluish objects that are far away? can it be added to the Octane Sun where we can control fog, haze etc.
Thank you