Excuse me but I have not followed the release test between 1.20-1.50
and I'm lost.
or is the preview configuration, I can not connect a new camera, I understand nothing.
help me please
Version 1.20
Version 1.50
Octane team, please make video tutorials with each new version.
THANKS
OctaneRender™ Standalone 1.50
- Interfaces
- Posts: 213
- Joined: Mon Jun 27, 2011 9:41 am
- Location: FRANCE
You do not have the required permissions to view the files attached to this post.
We are limiting the matte effect to the first bounce (starting at the camera) only, since after the first bounce the environment aligned with the camera doesn't make much sense anymore. To get correct reflections / refractions you would then have to camera project the background on some place holder geometry. We could add a kernel option to not restrict the matte effect to the first bounce only. Would that work for you?gordonrobb wrote:I know that there is an issue with compositing as the alpha doesn't can't work properly through the specular.
All I am doing is using an HDRI background to light the scene, and either have it be the background too, or separately composite it on having used the shadow catcher to get a ground shadow. However, if there is any glass in the object that reflects the ground, it reflects the object's diffuse channel, and if there is any glass that you can see the ground object through, same problem. The workaround would see to be fine, if I could figure out how to do the same in LW, but I was more thinking that it is something that could/should be built into the matte object (or at least an option t).
Problem can be seen in this example.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- dionysiusmarquis
- Posts: 159
- Joined: Mon Nov 04, 2013 9:29 pm
I added more self-explaining images to my Workaround-Post. It already fixed the problem by applying the projected color information to the diffuse color of the matte material (no extra geometry needed):abstrax wrote:We are limiting the matte effect to the first bounce (starting at the camera) only, since after the first bounce the environment aligned with the camera doesn't make much sense anymore. To get correct reflections / refractions you would then have to camera project the background on some place holder geometry. We could add a kernel option to not restrict the matte effect to the first bounce only. Would that work for you?gordonrobb wrote:I know that there is an issue with compositing as the alpha doesn't can't work properly through the specular.
All I am doing is using an HDRI background to light the scene, and either have it be the background too, or separately composite it on having used the shadow catcher to get a ground shadow. However, if there is any glass in the object that reflects the ground, it reflects the object's diffuse channel, and if there is any glass that you can see the ground object through, same problem. The workaround would see to be fine, if I could figure out how to do the same in LW, but I was more thinking that it is something that could/should be built into the matte object (or at least an option t).
Problem can be seen in this example.
http://render.otoy.com/forum/viewtopic.php?f=9&t=38911
and this is related:
http://render.otoy.com/forum/viewtopic.php?f=30&t=38653
Hi, I encountered again a failure during rendering animation. The loaded scene was big, but I was rendering only one simple geometry node of it (a bird flying in the sky).
The animation stopped in the middle of the animation of 274 frames. This time Octane was not completely frozen, but the render stopped and didn't want to restart. I had to kill the script.
This time, I took a screen capture showing the error message. I kept on it the screen of the ressources monitor which was open.
The weirdest thing is that I have looked at the rendered images : in fact, even if the render bar stopped in the middle, 274 images have been rendered... but all identical to the first one ! So, 274 times the same image !
The animation stopped in the middle of the animation of 274 frames. This time Octane was not completely frozen, but the render stopped and didn't want to restart. I had to kill the script.
This time, I took a screen capture showing the error message. I kept on it the screen of the ressources monitor which was open.
The weirdest thing is that I have looked at the rendered images : in fact, even if the render bar stopped in the middle, 274 images have been rendered... but all identical to the first one ! So, 274 times the same image !

You do not have the required permissions to view the files attached to this post.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Another interesting discovery is that if I save an OCS file in R1.2 with the OBJ imported and reopen in R1.5, the index float value is back to 1.3 - it obviously retains that value in this case. So the question remains: why does R1.5 change that value (compared to R1.2) when importing an OBJ?abstrax wrote:Yes, an index of refraction of <= 1.000 disables the fresnel effect, i.e. the amount of reflection is solely controlled by the specular channel. But this behaviour was introduced before 1.00, so it's nothing new.Seekerfinder wrote:Marcus,abstrax wrote: No, it's not a driver issue. Definitely either something dodgy with the MTL file or a bug in the OBJ/MTL import.
It seems to be a [edit: INDEX] FLOAT VALUE issue in 1.5. Default float value in 1.2 was a value of 1.3. In 1.5 the float value default is 3.
Incidentally, a float value of 1.000 returns a zero image. 1.001 brings the image back. Is that intended behaviour? Seeker
-> I still would like to find out what exactly is causing the difference in the import. Could you post the MTL file that you used and maybe a screenshot of the trunk material node in 1.20 and 1.50? Thanks.
I will send you a PM with a smaller OBJ (please respect copyright) which gives the same results.
Below are the screenshots of the trunk material for both cases.
Smells like a bug...?
Best,
Seeker
You do not have the required permissions to view the files attached to this post.
Last edited by Seekerfinder on Thu Mar 27, 2014 9:04 am, edited 1 time in total.
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
FYI, the manual states: "Setting a value smaller than 1.0 will disable the fresnel effect", not <=1.abstrax wrote: Yes, an index of refraction of <= 1.000 disables the fresnel effect, i.e. the amount of reflection is solely controlled by the specular channel.
For when you have time to do a bit of housekeeping on the manual....
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
I had a look at your test scene and the problem is, that the MTL specification doesn't really say, what theSeekerfinder wrote: Another interesting discovery is that if I save an OCS file in R1.2 with the OBJ imported and reopen in R1.5, the index float value is back to 1.3 - it obviously retains that value in this case. So the question remains: why does R1.5 change that value (compared to R1.2) when importing an OBJ?
I will send you a PM with a smaller OBJ (please respect copyright) which gives the same results.
Below are the screenshots of the trunk material for both cases.
Smells like a bug...?
Best,
Seeker
Ks
parameter in an OBJ material means. It just says:Code: Select all
Ks r g b
The Ks statement specifies the specular reflectivity using RGB values.
"r g b" are the values for the red, green, and blue components of the
atmosphere. The g and b arguments are optional. If only r is
specified, then g, and b are assumed to be equal to r. The r g b values
are normally in the range of 0.0 to 1.0. Values outside this range
increase or decrease the relectivity accordingly.
Ks 1, 1, 1
for the trunk and the branches and a Ks 0.831373 0.854902 0.670588
for the leafs. We have some convoluted logic to figure out which IOR to use. Until now we interprete Ks 1, 1, 1
as reflective as a mirror and therefor set the IOR to 1.0.After some consideration I think it's best to just leave the IOR at the default (1.3) and change the default glossy specular scale from 0.5 to 1.0 in the application preferences. The change will be available in the next release.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Personaly I set it to 1.0 (IOR) and spec to 0.04 and roug 0.5. Less fireflies in scenes.abstrax wrote:After some consideration I think it's best to just leave the IOR at the default (1.3) and change the default glossy specular scale from 0.5 to 1.0 in the application preferences. The change will be available in the next release.
But having options in the OBJ settings to set the IOR,Spec and rougness on OBJ import should solved a lot of import problems. At least get the job done faster instead of fixing every single material in the scene.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
Hi,
Just installed version 1.5 and have been doing some speed tests.
A scene that rendered at 39 Ms/sec on 1.2 and 1.1 now renders at 23 Ms/sec using direct lighting. Using path tracing the 1.2 and 1.1 versions render the scene at 13 Ms/sec, while 1.5 manages approx. 9 Ms/sec. I have loaded a wide range of scenes and 1.5 is consistently slower. I have the latest NVidia drivers installed (although the same results were present on an older driver before I updated). I have a 3GB 580 and a 1.34GB 570.
Anyone else seeing a similar drop in speed?
Just installed version 1.5 and have been doing some speed tests.
A scene that rendered at 39 Ms/sec on 1.2 and 1.1 now renders at 23 Ms/sec using direct lighting. Using path tracing the 1.2 and 1.1 versions render the scene at 13 Ms/sec, while 1.5 manages approx. 9 Ms/sec. I have loaded a wide range of scenes and 1.5 is consistently slower. I have the latest NVidia drivers installed (although the same results were present on an older driver before I updated). I have a 3GB 580 and a 1.34GB 570.
Anyone else seeing a similar drop in speed?
Ryzen 5800x at 4.4GHz | 32GB | 1 x 3090 ti | 1 x RTX 2080 ti
The change in the next release restores the behaviour of 1.20. It seemed to have worked good enough and you seemed to have favoured the old behaviour, too (see http://render.otoy.com/forum/viewtopic. ... 95#p163695). I hope that is ok.Zay wrote:Personaly I set it to 1.0 (IOR) and spec to 0.04 and roug 0.5. Less fireflies in scenes.abstrax wrote:After some consideration I think it's best to just leave the IOR at the default (1.3) and change the default glossy specular scale from 0.5 to 1.0 in the application preferences. The change will be available in the next release.
But having options in the OBJ settings to set the IOR,Spec and rougness on OBJ import should solved a lot of import problems. At least get the job done faster instead of fixing every single material in the scene.
The MTL files are just not containing enough information to create good materials and we consider it just a starting point, i.e. in most cases you have to touch those materials anyway to make it look good.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra