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Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Mon Jan 06, 2014 9:28 pm
by face_off
A new problem surfaced with the latest two versions (1.24.0.14 and 1.24.0.15).
I have a pretty complex material in a figure (20 material nodes or so in Poser). When this is converted to Octane in the latest version, the material is totally black.
I tried to revert to 1.23.0.13, and there it works.
Is the Diffuse_Color in the Poser material Black? The conversion is multiplying the VHPLimeIl.jpg texturemap by 0, resulting in a black texture. This is as a result of the fix I put through to pick up the black eyelashes (which were turning white).
when sending Scene a from poser to the stand-alone version of octane. I have to seem to have a lot of orphaned materials that are not plugged into anywhere.
(This does not actually stop the scene from working or anything else)
I think these materials are the "Preview" materials (or any other material) which is in the Poser scene, but not actually used by any geometry. The plugin adds them to the Octane scene so that if you change any of the values in those materials - there are corresponding Octane nodes.
The only major problem I'm having is that Poser crashes when changing from Direct Lighting to Path Tracing in a new scene. When I load a new default scene (Andy) and load up the render plugin it's set to Direct Lighting by default. When I change to Path Tracing, Poser crashes. I can however load a Path tracing render target from earlier versions without a problem and if I load up saved scenes from earlier versions I can switch without crashing...
I am unable to reproduce this. Is the Viewport open when you do this? If so, try changing from Direct Lighting to Path Tracing with the viewport closed. If that works, rightclick and "Save as Default", then Path Tracing will be the default for new scenes. Also curious - are you using your on-board graphics or a second card as your Windows display adapter, or are you using the same card as the adapter and for rendering? If using the same card, does setting the Render Priority to Low fix your issue?
Seems like the Posers "vertex normal map" problem is back.
Fixed in the next version.
Your mailbox quota is exceeded
Fixed - thanks.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Mon Jan 06, 2014 11:20 pm
by helgeras
face_off wrote:
A new problem surfaced with the latest two versions (1.24.0.14 and 1.24.0.15).
I have a pretty complex material in a figure (20 material nodes or so in Poser). When this is converted to Octane in the latest version, the material is totally black.
I tried to revert to 1.23.0.13, and there it works.
Is the Diffuse_Color in the Poser material Black? The conversion is multiplying the VHPLimeIl.jpg texturemap by 0, resulting in a black texture. This is as a result of the fix I put through to pick up the black eyelashes (which were turning white).
Both Diffuse_Color and Alternate_Diffuse has a non black map connected to them. However, Diffuse_Value is 0.0, if I turn that up, Octane starts working.

Could it be that Diffuse_Value only is multiplied on Diffuse_Color and not on Alternate_Diffuse in Poser while the plugin assumes that Diffuse_Value should be multiplied on both Diffuse_Diffuse and Alternate_Color?
That could explain why Diffuse_Value 0 does not turn the material black in Poser while it does it in Octane.

Helge

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Tue Jan 07, 2014 12:34 am
by face_off
Could it be that Diffuse_Value only is multiplied on Diffuse_Color and not on Alternate_Diffuse in Poser while the plugin assumes that Diffuse_Value should be multiplied on both Diffuse_Diffuse and Alternate_Color?
That could explain why Diffuse_Value 0 does not turn the material black in Poser while it does it in Octane.
Maybe - would it be possible to post a screenshot of the Poser material with has the 0, 0, 0 Diffuse_Color pls. Then I can compare it to the eyelashes material and work out the difference.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Tue Jan 07, 2014 5:26 am
by helgeras
face_off wrote:
Could it be that Diffuse_Value only is multiplied on Diffuse_Color and not on Alternate_Diffuse in Poser while the plugin assumes that Diffuse_Value should be multiplied on both Diffuse_Diffuse and Alternate_Color?
That could explain why Diffuse_Value 0 does not turn the material black in Poser while it does it in Octane.
Maybe - would it be possible to post a screenshot of the Poser material with has the 0, 0, 0 Diffuse_Color pls. Then I can compare it to the eyelashes material and work out the difference.

Paul
Sure, but the mat is very complex, so not sure how much you can see:
Image
This material renders as black (or maybe just very dark). If Diffuse_Value is set to 1, then it works.

This is a much simpler example exhibiting the same problem:
Image
Again, setting Diffuse_Value to 1 makes it work.

Helge

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Tue Jan 07, 2014 6:46 am
by face_off
Thanks Helge

The reason the MAT pose author plugs the texturemap into the Diffuse_Color pins is so it is visible in the OpenGl preview. But for rendering 100% of the diffuse is coming from the Alternate_Diffuse.

Compared with the eyelash material - which has no Alternate_Diffuse input.

I think I can code the plugin to cater for this situation. I will add it to the new version.'

Thanks for the info.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Tue Jan 07, 2014 11:24 am
by Witpapier
Hi there Paul. Something Ive noticed is that when I render and change the rotation of the enviroment. I have to uncheck and check the importance sampling pin for it to render quicker again.

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Tue Jan 07, 2014 11:58 am
by face_off
Hi there Paul. Something Ive noticed is that when I render and change the rotation of the enviroment. I have to uncheck and check the importance sampling pin for it to render quicker again.
Make sure you have global coords set for the IBL image node? (it default to local). Otoy are aware of some issues with this - so expect a fix shortly.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Tue Jan 07, 2014 2:11 pm
by ch0pper
can you let us know when you posted it please. thanks

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Tue Jan 07, 2014 4:37 pm
by KleanZlate
face_off wrote: I am unable to reproduce this. Is the Viewport open when you do this? If so, try changing from Direct Lighting to Path Tracing with the viewport closed. If that works, rightclick and "Save as Default", then Path Tracing will be the default for new scenes. Also curious - are you using your on-board graphics or a second card as your Windows display adapter, or are you using the same card as the adapter and for rendering? If using the same card, does setting the Render Priority to Low fix your issue?
It crashes even with the viewport closed and I only have one graphics card (GTX 660) that's always set to low. I loaded an older render target and saved it as a default and the problem is now gone. Is there anything I should keep in mind when using an older render target? Could it affect render speeds or something like that?

Re: OctaneRender® for Poser (Windows) - build 1.23.0.11+ [TEST]

Posted: Tue Jan 07, 2014 10:01 pm
by face_off
I loaded an older render target and saved it as a default and the problem is now gone. Is there anything I should keep in mind when using an older render target? Could it affect render speeds or something like that?
I wonder if you had an old Rendertarget Default - which had an IBL texturemap attached and was set to Local Coordinates (by default). There is an issue with Octane 1.24 related to this - which will be fixed in 1.25. How you have a default rendertarget - seems to be OK now.

Paul