OctaneRender™ Standalone 1.12

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
tuts3d
Licensed Customer
Posts: 129
Joined: Tue Jul 20, 2010 1:44 pm

wow, great news, One quick question. When you use the background feature, will reflective materials catch it? If so, can we now use the daylight system and use a background for reflection? Maybe in the near future we will see HDR+ sunlight... :D
win 7 64 bit/ core i7 4770k/ 32 GB ram / gtx Titan sc/ asus Maximus vii hero MOBO
tuts3d
Licensed Customer
Posts: 129
Joined: Tue Jul 20, 2010 1:44 pm

Ok never mind, it's not working. I wish it did though ;)
win 7 64 bit/ core i7 4770k/ 32 GB ram / gtx Titan sc/ asus Maximus vii hero MOBO
User avatar
ROUBAL
Licensed Customer
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
Contact:

When you use the background feature, will reflective materials catch it? If so, can we now use the daylight system and use a background for reflection? Maybe in the near future we will see HDR+ sunlight...
The background feature is intended to provide a template to place objects when compositing.

:arrow: What we really need imho, and I asked many times for it since the beginning, is the ability of disabling the shadow casting on a material, to allow for example a spherical or cylindrical mapped background not blocking the sun of the daylight system.

I think that it would be more versatile and useful than using both HDRi and sunlight, as we could place non casting objects where we need, and even cheat with scale instead of distance for background buildings or mountains.
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.
tuts3d
Licensed Customer
Posts: 129
Joined: Tue Jul 20, 2010 1:44 pm

Well, true but I think this would render faster, maybe they can give us both options. Usually what happen for me is that I would render with hdri and another pass for the shadow. So your doing 2 renders, which for me kind of prolongs the time you get from setting up and rendering fast in octane.
win 7 64 bit/ core i7 4770k/ 32 GB ram / gtx Titan sc/ asus Maximus vii hero MOBO
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

noldo wrote:When the mesh preview environment is set to texture environment and importance sampling is enabled, changing the gamma of the .exr image (value 1.000 & 2.000 ok) resulting render black.
I can't reproduce this issue here. What can happen is that the change in gamma reduces the brightness of the image. Is it still black if you increase the environment power?

--
Roeland
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

sigmamoon wrote:Thanks roeland for this new realise.

please could you simply tell me how to make this simple SSS node inside the v1.12, cause it takes 5 minutes for me to do it with the v1.10

do you something looks wrong? we can talk about it?

I made an animation (using for the official launch of octanerender for LIGHTWAVE3D) to show some dynamics compatibilities

(video)

now i m doing an animation to show the wonderfull SSS rendering of octane, but i just need to understand why the last realises of octane cant reproduce this (see the pictures belows)

PLEASSSSE i really need the octane team help to understand :)

As leia said "your are my last hope" :D :) ;)
It seems subsurface scattering on diffuse materials with transmission is broken. We will fix this in the next release.

--
Roeland
User avatar
ROUBAL
Licensed Customer
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
Contact:

VERY IMPORTANT: I have just discovered that transparent shadow seems broken since Octane 1.11 !

Tested with 1.0, 1.10, 1.11 and 1.12. It works with 1.0 and 1.10.

On the example below, the white sticker "WARFIELD Air Freight" on the helicopter has transparent background (png). It is not mapped on the hull of the helicopter, but instead like a real sticker : Mapped on a slightly curved plane matching perfectly the surface and placed just 0.4 mm over the surface of the hull.

This method allows easy placing and replacing of stickers even on complicated topologies, and very practicle organisation of textures, and also allows various kinds of mapping (mix of UV and procedural). It is a good alternative on softwares not allowing several UV coordinates systems.

:arrow: With exactly the same scene and settings, the transparent area of the sticker casts a shadow on the hull (rectangular dark area) with Octane 1.11 and 1.12. :cry:

First images shows the result (OK) with the scene(created with 1.12) opened in 1.10.

The lighting also looks different, but it is not the main problem.

It is a pity, I have to switch back to 1.10 to render with transparent shadows.

VERY annoying : a fix release would be welcome !
Attachments
TranspShadow_1-10.jpg
TranspShadow_1-11.jpg
TranspShadow_1-12.jpg
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.
xiegenghong
Licensed Customer
Posts: 7
Joined: Wed Mar 06, 2013 3:52 pm

:D :D :D :D :D :D GREAT!
GTX TITAN,GTX 590,GTX 580,I7 930,X58
User avatar
sigmamoon
Licensed Customer
Posts: 191
Joined: Fri Mar 01, 2013 8:24 am
Location: france
Contact:

ROUBAL wrote:VERY IMPORTANT: I have just discovered that transparent shadow seems broken since Octane 1.11 !

Tested with 1.0, 1.10, 1.11 and 1.12. It works with 1.0 and 1.10.

On the example below, the white sticker "WARFIELD Air Freight" on the helicopter has transparent background (png). It is not mapped on the hull of the helicopter, but instead like a real sticker : Mapped on a slightly curved plane matching perfectly the surface and placed just 0.4 mm over the surface of the hull.

This method allows easy placing and replacing of stickers even on complicated topologies, and very practicle organisation of textures, and also allows various kinds of mapping (mix of UV and procedural). It is a good alternative on softwares not allowing several UV coordinates systems.

:arrow: With exactly the same scene and settings, the transparent area of the sticker casts a shadow on the hull (rectangular dark area) with Octane 1.11 and 1.12. :cry:

First images shows the result (OK) with the scene(created with 1.12) opened in 1.10.

The lighting also looks different, but it is not the main problem.

It is a pity, I have to switch back to 1.10 to render with transparent shadows.

VERY annoying : a fix release would be welcome !
I think many changes touch some transparence and SSS trouble since v1.11 as you can see in my last TOPICS

http://render.otoy.com/forum/viewtopic.php?f=33&t=30248

i m obligated to finish one of my project using intensly the octane SSS with the v1.10 lib octanerender cause impossible to did it with the v1.11 nor v1.12

i m a beta tester for the lightwave3d plugin and i do my part to try to involve this great render engine, i need some clearance at this point, just to know if the problem is real, or not, and just to tell at the team is important to look at this part cause some projects use it intensivly, there is not only archi projects haha :)
At this point, for now, nobody wants to discuss about it. :cry:

i see in my topics some nice guys try it, a lot underscore the problem

it would someone who could enlighten me just a little even if the answer is not necessarily positive?
WebSite compagny
Pixel De Lune
WebSite personnal
SIGMAmoon.com
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

Possible bug report

1) If you assign a material from the online database and plug it into an object , then overwrite that material by dragging and dropping a new material onto the object in the Octane render window, it correctly overwrites the material, but the name of the previous material stays on the node.

2) Not sure if this ones in import bug or not but, if you create a 24 side tube in Sketchup and send it without a material into Octane , then assign a material in octane, the material smoothing works fine,If however you assign a material in Sketchup as a 'placeholder material' and then when that material is reassigned in Octane with a new material , the smoothing tick box will not work, you can still see 24 faces on the cylinder.

I hope the explanations above are clear, if not, please let me know.


addendum

Ok, I've narrowed down the smoothing problem.It appears that if you assign a material to grouped object in sketchup, that's when the smoothing will not work.
not sure of the reason why , but it just means you need to assign materials in exploded view only.

one last possible bug

In exporting a sketchup scene the camera up direction control is not aligned to 0,1,0 .I have noticed this in past versions, it's only now that i've gotten around to reporting it, just not sure if this is a bug or an export problem!

Please see screen grab


Cheers

Jaba :)
Attachments
Screen grab.jpg
Last edited by Jaberwocky on Mon Apr 08, 2013 1:14 pm, edited 1 time in total.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
Post Reply

Return to “Development Build Releases”