With animations @1080p + , maybe RNDR will be a great tool, cause then you can straight render thousands of samples with no need for a denoiser.
I can imagine working with my own rig on set-up, but then on production, with all the passes, using a RNDR network.
Will RNDR be available for all Octane versions and plugins? Will it matter what Nvidia driver you use, or is an offsite-outsource for a Batch render so it's not going to matter.
But does it know what version of Octane you used, like what if one was different than the other and it looked different in one than the other, like would you get a preview sample of frames before submitting for a large project.
OctaneRender™ 2020.1 [superseded by 2020.1.1]
Grimm’s description of the fog problem matches my experience too. The plane method easily achieves the effects I desire in terms of controlling where fog starts and stops. However, it is difficult or impossible to use effectively in animation where camera moves. To some degree this can be mitigated by parenting the plain to the camera. However, another issue is the plain’s bottom edge is reflected as a dark line on the ground (even with shadows disabled). Again, this can be hidden in some instances by using a gradient on the plane as an opacity map but when the camera moves or zooms (and if the plain is targeted to it) everything changes and the bottom edge of the plain can once again become visible.grimm wrote:The reason I like the plane method better is that it's so much easier to control how the fog looks. I spent about an hour just playing with the environment medium and could not get the same results that the plane method gets. In the environment medium, as far as I can tell, you can't control where the fog starts or where it reaches full density. With the plane you can place it where you want the fog to start and adjust the density for when the fog saturates. I might be setting it up incorrectly for the environment node?
And, at least with the Blender plugin, changing the scene units (to something like kilometers), does nothing.
We really do need a better way to control the environment medium fog so that it can achieve the easy results of a plain yet be completely seamless.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
@pegot,
I was going to suggest parenting a sphere to the camera like the old method for doing fog, but I suspect that would have the same intersection issue as the plane.
Jason
I was going to suggest parenting a sphere to the camera like the old method for doing fog, but I suspect that would have the same intersection issue as the plane.
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
Hello, im using c4d plugin but it seems like a core issue.
Autobump + network rendering freezes my c4d without crashing it. Renders cannot continue. So i cannot use vertex displacement at all for animation. Reported it already in c4d forums, i leave this here too.
Thanks
Autobump + network rendering freezes my c4d without crashing it. Renders cannot continue. So i cannot use vertex displacement at all for animation. Reported it already in c4d forums, i leave this here too.
Thanks
RNDR is for 2020+, and works for all dcc plugins using that version of octane or later. As we add new updates beyond 2020.1, RNDR will support those as well.Notiusweb wrote:With animations @1080p + , maybe RNDR will be a great tool, cause then you can straight render thousands of samples with no need for a denoiser.
I can imagine working with my own rig on set-up, but then on production, with all the passes, using a RNDR network.
Will RNDR be available for all Octane versions and plugins? Will it matter what Nvidia driver you use, or is an offsite-outsource for a Batch render so it's not going to matter.
But does it know what version of Octane you used, like what if one was different than the other and it looked different in one than the other, like would you get a preview sample of frames before submitting for a large project.
The Environment scatter node is useless since it makes a round sphere around the camera with a certain radius.wallace wrote:linograndiotoy wrote: Out of curiosity, why is this fog plane a preferred approach over the environment medium scatter node?
What we need it an atmospheric scatter geometry with a dome or a falloff.
I still use a geometry dome and a sphere around the camera...
Hi OTOY,
Please check this BUG in 2020.1 seriously. It seems like 2020.1 has some problems with Absorption node not working through double surface materials (2 materials for glass).
2019.1.5 renders correctly but 2020.1 not.
Here is the comparison JPG, *.ORBX file and Demonstration video (please watch that short video for more info).
Please, please FIX this, it's big problem for rendering Glass bottles/glasses/Beer/ Wine.. with liquids
.
Thanks
Please check this BUG in 2020.1 seriously. It seems like 2020.1 has some problems with Absorption node not working through double surface materials (2 materials for glass).
2019.1.5 renders correctly but 2020.1 not.
Here is the comparison JPG, *.ORBX file and Demonstration video (please watch that short video for more info).
Please, please FIX this, it's big problem for rendering Glass bottles/glasses/Beer/ Wine.. with liquids

Thanks
You do not have the required permissions to view the files attached to this post.
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
I don't know if that is a bug or not, or they just changed how it calculates but if you change the color of the absorption on the glass material (i changed the value in hsv to 0.985) you can get the result like in 2019.1.5.Lewis wrote:Hi OTOY,
Please check this BUG in 2020.1 seriously. It seems like 2020.1 has some problems with Absorption node not working through double surface materials (2 materials for glass).
2019.1.5 renders correctly but 2020.1 not.
Here is the comparison JPG, *.ORBX file and Demonstration video (please watch that short video for more info).
Please, please FIX this, it's big problem for rendering Glass bottles/glasses/Beer/ Wine.. with liquids.
Thanks
You do not have the required permissions to view the files attached to this post.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
Hi Galleon, thanks for testing, can you please try does invert absorption work for you? If i flip that my yellow liquid should become blue but i'm not getting that.
Still i don't see reason to change it, in 2019.1.5 it worked fine and now it's very sensitive, i need very bright color to get that effect , just tad darker yellow and it's all black again.
Not to mention that all models created in 2019 or before now wouldn't be compatible with 2020 absorption if that is "new standard"
.
Thanks
Still i don't see reason to change it, in 2019.1.5 it worked fine and now it's very sensitive, i need very bright color to get that effect , just tad darker yellow and it's all black again.
Not to mention that all models created in 2019 or before now wouldn't be compatible with 2020 absorption if that is "new standard"

Thanks
--
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
Lewis
http://www.ram-studio.hr
Skype - lewis3d
ICQ - 7128177
WS AMD TRPro 3955WX, 256GB RAM, Win10, 2 * RTX 4090, 1 * RTX 3090
RS1 i7 9800X, 64GB RAM, Win10, 3 * RTX 3090
RS2 i7 6850K, 64GB RAM, Win10, 2 * RTX 4090
It works. If you unhook Absorption from the glass materials, you'll see that it works.Lewis wrote:Hi Galleon, thanks for testing, can you please try does invert absorption work for you? If i flip that my yellow liquid should become blue but i'm not getting that.
Still i don't see reason to change it, in 2019.1.5 it worked fine and now it's very sensitive, i need very bright color to get that effect , just tad darker yellow and it's all black again.
Not to mention that all models created in 2019 or before now wouldn't be compatible with 2020 absorption if that is "new standard".
Thanks
I guess its kinda strange how it works with absorption. I had to set the Absorption color on the first glass material to black and disable invert for it to work.
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Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D