OctaneRender™ 2019.1 XB2

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calus
Licensed Customer
Posts: 1308
Joined: Sat May 22, 2010 9:31 am
Location: Paris

wallace wrote: As I have said, layers are decomposed as individual BSDF lobes that make up the final reflectance/transmittance. Thin film on the other hand is not one such lobe, and it basically modulates these lobes when defined in the layers stack.
I can fix this issue by modifying the current behavior so that this phase shifting happens for all specular layers below (as it should), but I'd insist to keep thin film inside specular/metal layers to keep the number of layer nodes minimal, avoid having layer nodes with only two pins (thin film width and thin film ior), and because it means nothing without a specular/metal layer beneath it.
@Wallace, Hi and thanks for your answers

Well, just have a look at the competition please.
https://www.irayplugins.com/maya-doc/if ... _layer.htm

http://kb.thearender.com/thea-studio-v1 ... r-coating/

https://learn.foundry.com/modo/901/cont ... _film.html


Seems inevitable, better to do it now at the perfect moment, than later when it wiil be very hard/ impossible.

Also a true Thin film layer IS a Specular coating material (even on top of metals), but just a very thin one at a scale where interferences happens.
It seems like the problem is the way it's actually implemented in Octane,
so the solution is easy : just get rid of the wrong old implementation, and make a new one more physically correct as an individual layer lobe in a Thin Film layer Material node. ;)
Pascal ANDRE
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

calus wrote:
wallace wrote: As I have said, layers are decomposed as individual BSDF lobes that make up the final reflectance/transmittance. Thin film on the other hand is not one such lobe, and it basically modulates these lobes when defined in the layers stack.
I can fix this issue by modifying the current behavior so that this phase shifting happens for all specular layers below (as it should), but I'd insist to keep thin film inside specular/metal layers to keep the number of layer nodes minimal, avoid having layer nodes with only two pins (thin film width and thin film ior), and because it means nothing without a specular/metal layer beneath it.
@Wallace, Hi and thanks for your answers

Well, just have a look at the competition please.
https://www.irayplugins.com/maya-doc/if ... _layer.htm

http://kb.thearender.com/thea-studio-v1 ... r-coating/

https://learn.foundry.com/modo/901/cont ... _film.html


Seems inevitable, better to do it now at the perfect moment, than later when it wiil be very hard/ impossible.

Also a true Thin film layer IS a Specular coating material (even on top of metals), but just a very thin one at a scale where interferences happens.
It seems like the problem is the way it's actually implemented in Octane,
so the solution is easy : just get rid of the wrong old implementation, and make a new one more physically correct as an individual layer lobe in a Thin Film layer Material node. ;)
Thanks for your comments. Unfortunately it is not easy at all to make changes like these. In most cases our design decisions balance finely between speed and usability. We had layers more separated before, but this presented a few problems: things become more complicated; you hit the limit of how many layers you can have much more quickly, and thirdly you pay dearly in VRAM. If this is something you'd like in future, you can post it on our feature request page.
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funk
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Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

wallace wrote:By the way, can you send me your scene with the thin wall problem? I think there's an issue with GGX + thin wall, but would just like your scene to confirm my guess and to verify the fix.
It's not the exact same scene in my screenshot. I had to recreate it and poly reduce the object.

It just seems to be the environment image being refracted in an unexpected way. I just thought it looked odd/incorrect compared to having thin wall disabled.

Select the LUCY nodegraph to see the material
oct_2019_thin_wall_against_empty_bg_02.jpg
Attachments
lucy-dec1-003_thin_wall.zip
(678.9 KiB) Downloaded 148 times
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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Notiusweb
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Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

Hot Pixel Removal working when no-sampling or sub-sampling active.
Hot Pixel Removal NOT working when up-sampling active.

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

Hi Otoy,
I asked this question 100 times and got no answer.
If a slave dies can it reconnect back to where it was rendering? When we have 3-4 3ds max windows opened and one max is rendering if a slave dies it reconnects to another 3ds max instead of the one that is rendering. So we have to stop rendering and steal a slave and relaunch it. waste of time
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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

funk wrote: It's not the exact same scene in my screenshot. I had to recreate it and poly reduce the object.

It just seems to be the environment image being refracted in an unexpected way. I just thought it looked odd/incorrect compared to having thin wall disabled.
Thanks, I can confirm this will be fixed in the next revision.
FrankLIU
OctaneRender Team
Posts: 29
Joined: Sun Nov 13, 2016 9:18 pm

Notiusweb wrote:Hot Pixel Removal working when no-sampling or sub-sampling active.
Hot Pixel Removal NOT working when up-sampling active.

THX
Hey Notusweb,

Can you please share me that scene and let me do a debug?

Thanks a lot

Frank
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

FrankLIU wrote:
Notiusweb wrote:Hot Pixel Removal working when no-sampling or sub-sampling active.
Hot Pixel Removal NOT working when up-sampling active.

THX
Hey Notusweb,

Can you please share me that scene and let me do a debug?

Thanks a lot

Frank
Here you go:
PBR_Basic.HotPixel.orbx
(14.96 MiB) Downloaded 192 times
HotPix_1.jpg
It is very simple, uses Path Tracing, Transmission, and low sample target to make it more obvious.
When no-sampling or sub-sampling, Hot Pixel slider affects the scene, reducing the hot pixels.
When up-sampling, Hot Pixel slider does not affect the scene, the hot pixels are not affected at all.

One can, yes, increase sample amount to make it a moot point, since hot pixels ultimately render away.
But ideally would like to see it work with up-sampling to maximize the awesome speed benefit.

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

If a slave PC dies or reboots then a master PC rendering stops for some reason instead of continuing rendering. Please fix this so if a slave dies a master PC continues rendering and a slave can reconnect and join rendering again. Currently if slaves dies that's it. Especially in the middle of the night hours of idling computer time.

Thanks
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Jolbertoquini
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Location: London
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coilbook wrote:If a slave PC dies or reboots then a master PC rendering stops for some reason instead of continuing rendering. Please fix this so if a slave dies a master PC continues rendering and a slave can reconnect and join rendering again. Currently if slaves dies that's it. Especially in the middle of the night hours of idling computer time.

Thanks
Hi Coilbok,

this the Beta I don't think they completely made work the network rendering, I was confused with the previously message about Max, I'm also curious, We don't have this problems our Maya Plug as Master control 4 slaves with Standalone when we have slaves dying they are back and help the Master on anytime is working Maya Plug and Standalone. I don't know by 3DSmax I didn't tried the Beta but the releases made for production looks like working.

Cheers,
JO
Octane Render for Maya.
https://vimeo.com/jocg/videos
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