Hi otoy,
can we get atmosphere generator similar to fstorm.
OctaneRender™ 2019.2 XB2 [latest 2019.2.x]
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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.
Looks like you have the level of detail set too low, here it is set to 256x256:
Here it is set to 4096x4096:
Adding subdivision will not affect it as Octane is scaling the displacement image and applying the displacement after.
Jason
Here it is set to 4096x4096:
Adding subdivision will not affect it as Octane is scaling the displacement image and applying the displacement after.
Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
No, in this example i use 8k texture and 8k disp level of detailgrimm wrote:Looks like you have the level of detail set too low, here it is set to 256x256:
Here it is set to 4096x4096:
Adding subdivision will not affect it as Octane is scaling the displacement image and applying the displacement after.
Jason
hi,
could be for a simple reason that I don't know and probably also easy to fix (if anyone has good suggestions they are welcome), but to me, this build gives a fail for every mesh/ocs loaded.
a.
solved.
It looks like it was just a problem with setting the laptop's performance.
sorry,
andrea
could be for a simple reason that I don't know and probably also easy to fix (if anyone has good suggestions they are welcome), but to me, this build gives a fail for every mesh/ocs loaded.
a.
solved.
It looks like it was just a problem with setting the laptop's performance.
sorry,
andrea
Last edited by andrear on Tue Sep 10, 2019 3:21 pm, edited 1 time in total.
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viewtopic.php?f=80&t=72444#p368442Elvissuperstar007 wrote:crashes 2018-2019
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Got it!mojave wrote:I think we have already fixed that but we need to make a new release first, would you be able to confirm this is the same issue by sharing a simple test ORBX file?Notiusweb wrote:Holy Cow!
This is interesting....
When RTX mode is on, it renders translucency with Opaque shadows...
Which is so very bizarre, because Unreal's own Raytracer (not the Octane Plugin), which operates in RTX/DXR also has this same issue.
It renders translucent materials' shadows as opaque, as if the mesh is not translucent with an alpha. You just get a hard shadow for the actual mesh.
Same here in 2019.2.XB2!!!!![]()
Thank you.
When in RTX mode on a Universal material receiving a shadow-
1) Transmission, when Dielectric IOR is >0.00
2) Metallic
In Test scene, on the plane change, independently, (1) Transmission while Dielectric IOR is >1, and then (2) Metallic.
And also, change (3) the metallic of the cube itself, while the plane is receiving a solid opaque shadow...it suddenly 'fixes' the shadow on the plane!
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
Hey Otoy - how about this...
Could we have a material option to allow for Hotpixels, with Hotpixel at Max (0.00)?
Could be a boon for animating frames at max speed with a lower sample count.
Sometimes if I have character renders I get spec hot pixels on skin (accidental) and also on eyes (purposeful).
Now, if I reduce HotPixel in Imager for the skin, it also then reduces spec for the eyes.
These renders took me 1 second with 2x2 upsampling and denoising
But - if there was away to tell the Imager to exclude reducing hot pixels on certain materials, (ie the eyes)...
OMG!...this would solve a lot of issue with trying to balance render time and denoiser and 2x2 upsampling.
Because you could crank the HotPixel removal for the whole scene and then still have sparkle-spec on the eyes, you know?
Or more!!!!
Could we have a layering of Imagers????
Where certain materials could get Imager-1, and then the other materials could get Imager-2.
That way you could apply denoising and hotpixel removal on some parts of your render, but not others!!!!
I am going to FAINT imagining this!!!!

Could we have a material option to allow for Hotpixels, with Hotpixel at Max (0.00)?
Could be a boon for animating frames at max speed with a lower sample count.
Sometimes if I have character renders I get spec hot pixels on skin (accidental) and also on eyes (purposeful).
Now, if I reduce HotPixel in Imager for the skin, it also then reduces spec for the eyes.
These renders took me 1 second with 2x2 upsampling and denoising
But - if there was away to tell the Imager to exclude reducing hot pixels on certain materials, (ie the eyes)...
OMG!...this would solve a lot of issue with trying to balance render time and denoiser and 2x2 upsampling.
Because you could crank the HotPixel removal for the whole scene and then still have sparkle-spec on the eyes, you know?
Or more!!!!
Could we have a layering of Imagers????
Where certain materials could get Imager-1, and then the other materials could get Imager-2.
That way you could apply denoising and hotpixel removal on some parts of your render, but not others!!!!



I am going to FAINT imagining this!!!!



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
PS - next release - if I had these, I could DROP DEAD tomorrow and be HAPPY!!!!
(1) Opacity for Hair Material
(2) 1.5x1.5 up-sampling
(1) Opacity for Hair Material
(2) 1.5x1.5 up-sampling
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