OctaneRender™ 2019.2 XB2 [latest 2019.2.x]

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
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Hi otoy,
can we get atmosphere generator similar to fstorm.
Attachments
FStormAtmosphereSmall.jpg
User avatar
divasoft
Licensed Customer
Posts: 348
Joined: Thu Jul 01, 2010 3:59 am
Location: Russia
Contact:

Hellow. I just want to remind you that we still don't have a usable displacement. Subdivision does not solve the "minecraft" problem.
Attachments
Untitled 0000.jpg
User avatar
grimm
Licensed Customer
Posts: 1332
Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

Looks like you have the level of detail set too low, here it is set to 256x256:
disp1.png
Here it is set to 4096x4096:
disp2.png
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
User avatar
divasoft
Licensed Customer
Posts: 348
Joined: Thu Jul 01, 2010 3:59 am
Location: Russia
Contact:

grimm wrote:Looks like you have the level of detail set too low, here it is set to 256x256:
disp1.png
Here it is set to 4096x4096:
disp2.png
Adding subdivision will not affect it as Octane is scaling the displacement image and applying the displacement after.

Jason
No, in this example i use 8k texture and 8k disp level of detail
User avatar
andrear
Licensed Customer
Posts: 116
Joined: Wed Apr 28, 2010 11:49 am
Location: milan, italy

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
Last edited by andrear on Tue Sep 10, 2019 3:21 pm, edited 1 time in total.
MSi GE75 Raider 8SF - W10PRO - RTX 2070 8GB mobile
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2506
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

Attachments
Безымянный.png
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
User avatar
paride4331
Octane Guru
Posts: 3809
Joined: Fri Sep 18, 2015 7:19 am

2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

mojave wrote:
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!!!! :o :shock:
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?

Thank you.
Got it!

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!
TEST_RTX_Shadow.1.orbx
(929.36 KiB) Downloaded 165 times
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
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

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).
Sinista.a.png

Now, if I reduce HotPixel in Imager for the skin, it also then reduces spec for the eyes.
Sinista.b.png
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!!!!
:o :o :o

I am going to FAINT imagining this!!!! :P :P :P
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
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

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
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
Post Reply

Return to “Development Build Releases”