OctaneRender™ Standalone 3.00 alpha 2

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

Check out the difference between left and right eye in the reflection.
Attachments
reflection-medium.jpg
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

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.
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.

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
User avatar
oguzbir
Licensed Customer
Posts: 715
Joined: Fri Jun 25, 2010 12:30 am
Contact:

roeland wrote:
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.
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.

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
Roeland I get what you mean... I have good knowledge of the artifacts you've mentioned. No questions there.
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.
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

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
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

Octane 3 Alpha 2 crashes when saving an image while using network rendering, when slaves are still finishing their samples.
User avatar
oguzbir
Licensed Customer
Posts: 715
Joined: Fri Jun 25, 2010 12:30 am
Contact:

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.
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
User avatar
FrankPooleFloating
Licensed Customer
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...
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

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?
Attachments
medium_emission_test.orbx
(1016.71 KiB) Downloaded 189 times
medium_emission_test_001.png
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
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

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?
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

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
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.
Post Reply

Return to “Development Build Releases”