OctaneRender™ 2020.1 [superseded by 2020.1.1]

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Lewis
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Also weird is why does it work when complete glass is same material NAME (just name/surface) but not if it has same settings but two materials (inner glass and outer glass). Soemthign is still weird there i believe, would be good if DEVs could check this and explain or even better to revert it work like in 2019.1.5 'coz then i could use same presets/materials/models. This way i need to redo many models/materials :(.
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linograndiotoy
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pegot wrote:
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.
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.

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.
What has been suggested by the developer worked for me, but only when using a box.
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funk
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I'm getting some bad results from the rounded edges node (using accurate mode)

Here is an image comparing the results from Octane (Top Left), Modo (Bottom Left) and Vray Next (Bottom Right). Octane has artifacts, while the other 2 handle it fine.
bad_rounded_edges.png
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Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
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wallace
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Lewis wrote:Also weird is why does it work when complete glass is same material NAME (just name/surface) but not if it has same settings but two materials (inner glass and outer glass). Soemthign is still weird there i believe, would be good if DEVs could check this and explain or even better to revert it work like in 2019.1.5 'coz then i could use same presets/materials/models. This way i need to redo many models/materials :(.
Thanks for reporting, we will need some time to investigate.

Does it work if it uses the same medium for the two materials? It's only happening when they use different materials + different absorption mediums correct?
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thanulee
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Hey guys, i repeatedly reported the following 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.

Is there a fix for that? No scene needed, it just happens everytime with autobump on.

Please give me an update in this.

Thanks!!
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bepeg4d
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Hi thanulee,
confirmed!
If Auto Bump is active with Slaves connected, the render arrives near the end but never finish, with or without RTX enabled:
C6A04307-FFCB-485E-AF6F-0B1A5EEC6098.jpeg
ciao Beppe
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thanulee
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Thanks Beppe! Waiting for a fix i really love vertex displacement now its time to be able to use it hehe
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Lewis
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wallace wrote:
Lewis wrote:Also weird is why does it work when complete glass is same material NAME (just name/surface) but not if it has same settings but two materials (inner glass and outer glass). Soemthign is still weird there i believe, would be good if DEVs could check this and explain or even better to revert it work like in 2019.1.5 'coz then i could use same presets/materials/models. This way i need to redo many models/materials :(.
Thanks for reporting, we will need some time to investigate.

Does it work if it uses the same medium for the two materials? It's only happening when they use different materials + different absorption mediums correct?
Thanks for reply. Please check that short video i posted with ORBX file, it's easier to explain it that way than type :)
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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
J.C
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funk wrote:I'm getting some bad results from the rounded edges node (using accurate mode)

Here is an image comparing the results from Octane (Top Left), Modo (Bottom Left) and Vray Next (Bottom Right). Octane has artifacts, while the other 2 handle it fine.
bad_rounded_edges.png
Same issue is in version 2019 too.

edit.
right now the only working fix for this is to change "convex only" mode
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thanulee
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Heya, multi instances in c4d with random color on, change colors during network rendering. I post this here as well since Ahmet says network is not his area.

Cheers
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