OctaneRender™ Standalone 2.01 - updated

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voon
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roeland wrote:
enricocerica wrote: 1.Is it planed to add an option on the object layer to allow an object to not receive light from any source ?
This is really needed to be able to add a back plane and to avoid over lit areas.
1. It's not on our road map. What are you trying to achieve? In a lot of scenes if an object doesn't receive direct light it will be very dark or almost black. If you need an object with a constant colour independent of illumination, use a texture emitter with low power on a black diffuse material.
I think what this is about is for instance this:

- You have a vertical plane with a foto of a planet ... atmosphere and black space. Something like this: http://josuuztarroz.com/wp-content/uplo ... -earth.jpg . Diffuse material with emission to make it a glowing planet. This serves as a background
- Spaceship mesh model before it. It's all dark in a dark texture space or milky way HDRI ... the stars etc are not enough to light the spaceship
- You create a sun (daylight system with HDRI) or some other form of light

And now the crap happens:

The black of space on your planet backgroundpicture starts to become gray, the whole emission of the planet becoms dull .... because the lightsource shines onto the plane with the background picture. I think he wants to avoid that.
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ROUBAL
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I had a look at your example scene and the counts are correct, but reported for the wrong texture types: Greyscale LDR images are reported as RGBA HDR images. and RGBA HDR images are reported as Greyscale LDR images. It will be fixed in the next release.

In case you were wondering: LotusElan_COLOR.bmp and LotusElan_SPEC.png were both used as RGBA (e.g. in the diffuse channel) and as greyscale image (in bump channel), which is why they are counted twice.
Thank you Marcus !
The black of space on your planet backgroundpicture starts to become gray, the whole emission of the planet becoms dull .... because the lightsource shines onto the plane with the background picture. I think he wants to avoid that.
When I use a spherical or cylindrical mesh background, I sometimes add an Alpha map. An alpha map can make the dark space transparent instead of reflecting light. But the lighting will still wash the milky way.

I also encountered this problem. I also noticed that the new environment texture is lit by the daylight system. It would be great if it could be lit separately, other than modifying the gamma or power.
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.
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linvanchene
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edited and removed by user
Last edited by linvanchene on Fri Sep 05, 2014 3:36 am, edited 1 time in total.
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Dmi3ryd
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roeland wrote:
Dmi3ryd wrote:Hello everyone. Could you please tell me, how can I remove strange artifactct from geometry?
https://www.dropbox.com/s/zqkvfw8dgpwpc ... -41-43.png
Your geometry may be exported as double sided polygons, i.e. for every polygon there are two polygons in the object file with the normals facing the opposite side. Otherwise can you send us the OBJ file so we can have a look?

--
Roeland
No problem ) https://www.dropbox.com/s/z3ulu0d22d59n ... leCube.obj
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
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Dmi3ryd
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The only solution that helped me is move a cube to y axis to 1 mm
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manalokos
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The color sliders now look the same as the other ones, and I can say that now all properties occupy much more space and we have to slide down to be able to reach material properties that were all accessible on the monitor space using 1920x1024 pixel screen. Not really a great improvement...
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