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Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 2:44 pm
by Augustronic
Weirdpictures wrote:Hey Aoktar,
great build, working actually very stable on OSX Yosemite and GTX Titans. One thing we noticed in a render yesterday is that Coherent render produces flickering animations in some cases. It works amazing for stills and maybe exterior animations, but in interior area light scenarios the final rendered frames are flickering in an animation. When we render the frames without the coherent mode the animation and renders are fine and play without any flicker as usual.
I think it depends on your amount of final samples.
If you are rendering quick low sample animations it's flickering, rendering with high target samples it should be fine, or am I wrong?
Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 2:52 pm
by aoktar
Augustronic wrote:Hello Aoktar,
I'm handling several issues with the final render settings.
1) The geometry often isn't complete. The scene is heavy and single object are mising if I use "Resend Only Updated Objects" (maybe full motion blur is on, too). (At the moment it's working...)
2) "Send All Scene Data" is not available when using "Full motion blur".
3) Rendering passes and selecting "Resend Only Updated Objects" renders the the first frame with the set Path Tracing render setting of "Octane Settings". After the rendering of the passes it switches to Direct Lighting at the second frame and continues with Direct Lighting. My workaround is to use the "Overwrite Kernel Settings" and set my Path Tracing render settings there.
But anyhow, Octane v2.11.1 is the first build that's able to render this scene now!!
1) Can you see these objects in LV? Some pictures would be nice to see. what kind of objects? Can you see them without moblur?
2) Yes it cannot support object motion blur, because all objects will be collected to a big single mesh. This structure have no indivual transform nodes for objects. This is our requirement to produce moblur.
3) Currently, i'm working on some improvements. I hope that would be ok here.
Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 2:55 pm
by aoktar
Augustronic wrote:Weirdpictures wrote:Hey Aoktar,
great build, working actually very stable on OSX Yosemite and GTX Titans. One thing we noticed in a render yesterday is that Coherent render produces flickering animations in some cases. It works amazing for stills and maybe exterior animations, but in interior area light scenarios the final rendered frames are flickering in an animation. When we render the frames without the coherent mode the animation and renders are fine and play without any flicker as usual.
I think it depends on your amount of final samples.
If you are rendering quick low sample animations it's flickering, rendering with high target samples it should be fine, or am I wrong?
I can't call it as a BUG or LIMITATION. This is a different algoritms as i know. And does some concentration on some noisy/dark areas. And Abstrax said that you should set maxsamples 500 or more.
Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 2:58 pm
by Augustronic
aoktar wrote:Augustronic wrote:Hello Aoktar,
I'm handling several issues with the final render settings.
1) The geometry often isn't complete. The scene is heavy and single object are mising if I use "Resend Only Updated Objects" (maybe full motion blur is on, too). (At the moment it's working...)
2) "Send All Scene Data" is not available when using "Full motion blur".
3) Rendering passes and selecting "Resend Only Updated Objects" renders the the first frame with the set Path Tracing render setting of "Octane Settings". After the rendering of the passes it switches to Direct Lighting at the second frame and continues with Direct Lighting. My workaround is to use the "Overwrite Kernel Settings" and set my Path Tracing render settings there.
But anyhow, Octane v2.11.1 is the first build that's able to render this scene now!!
1) Can you see these objects in LV? Some pictures would be nice to see. what kind of objects? Can you see them without moblur?
2) Yes it cannot support object motion blur, because all objects will be collected to a big single mesh. This structure have no indivual transform nodes for objects. This is our requirement to produce moblur.
3) Currently, i'm working on some improvements. I hope that would be ok here.
1) I see all objects in LV and with motion blur. It just randomly happened that single objects of the scene were missing in single frames.
If it happens again I will do a scene snapshot.
Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 6:37 pm
by LudovicRouy
Just a suggestion,
Could you make a more tweakable Background image, it would be usefull to have it interactive or if we could use c4d layers and shader (gradient....)
Thanks again for your amazing work !
Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 7:00 pm
by aoktar
LudovicRouy wrote:Just a suggestion,
Could you make a more tweakable Background image, it would be usefull to have it interactive or if we could use c4d layers and shader (gradient....)
Thanks again for your amazing work !
Do you mean to use different shaders in back else images? Thanks for appreciation
Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 7:45 pm
by LudovicRouy
Yep that's what I mean,
Recently worked on a 3D character but didn't have a gradient to put as background image (couldn't use a plane because of the lights bad interaction).
The best option would be to tweak it in real time but i don't know if it's hard to code...
Maybe it could help it some workflow but it's not a high priority, I could understand that you have many more things to do...
Thanks for your feedback too

Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 11:26 pm
by lindsayhorner
Hi there
Thanks for all your work Aoktar, loving Octanein C4D, just thought I would report three issues:
1) I can't load any kind of shader into the Displacement slot for any sort of material. Cinema hangs and then nothing happens. This is with new materials, old ones, everything! There is no crash so no bug report.
2) Not sure if it was Octane related but had a crash while adjusting materials so have attached the bug report for that.
3) Some weird things going on with the activation screen in the settings! Seems to work but I had to push 'deactivate' to make it activate?
All on OS X 10.9.5, Mac Pro, GTX Titan, CUDA 6.0.46, R14, plugin version 2.11.1 - RC1
Thanks!
Lindsay
Re: Version 2.11.1 - RC1
Posted: Thu Oct 16, 2014 11:48 pm
by aoktar
lindsayhorner wrote:Hi there
Thanks for all your work Aoktar, loving Octanein C4D, just thought I would report three issues:
1) I can't load any kind of shader into the Displacement slot for any sort of material. Cinema hangs and then nothing happens. This is with new materials, old ones, everything! There is no crash so no bug report.
2) Not sure if it was Octane related but had a crash while adjusting materials so have attached the bug report for that.
3) Some weird things going on with the activation screen in the settings! Seems to work but I had to push 'deactivate' to make it activate?
All on OS X 10.9.5, Mac Pro, GTX Titan, CUDA 6.0.46, R14, plugin version 2.11.1 - RC1
Thanks!
Lindsay
Thanks for feedback.
1) you should check the attached image. Please ask if it would not be clear for you.
2) Yes it's a crash on material preview. If you have a scene which can reproduce it, please share with me.
3) I'm not sure what do you mean. But if you saved the setting window to a layout, it will not show correct parameters. But you can press to settings button to refresh.
Re: Version 2.11.1 - RC1
Posted: Fri Oct 17, 2014 7:06 am
by Weirdpictures
aoktar wrote:Augustronic wrote:Weirdpictures wrote:Hey Aoktar,
great build, working actually very stable on OSX Yosemite and GTX Titans. One thing we noticed in a render yesterday is that Coherent render produces flickering animations in some cases. It works amazing for stills and maybe exterior animations, but in interior area light scenarios the final rendered frames are flickering in an animation. When we render the frames without the coherent mode the animation and renders are fine and play without any flicker as usual.
I think it depends on your amount of final samples.
If you are rendering quick low sample animations it's flickering, rendering with high target samples it should be fine, or am I wrong?
I can't call it as a BUG or LIMITATION. This is a different algoritms as i know. And does some concentration on some noisy/dark areas. And Abstrax said that you should set maxsamples 500 or more.
Hey Aoktar,
of course we are aware of that. But our renders show severe flickering with 2000+ samples. We would not post this if it would be at 200 or 300 samples. I can email you a sample QT file, so you can see how severe the flicker can be if rendering high specularity with area lights.
And i do think it is a limitation of the coherent render algorithm, as it only shows up when rendered with that enabled. Thanks