About Octane's GI

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Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

Hi,
i'm making some clay comparisons with other engines, both unbiased and not.
I seem to understan Octane's GI is based on an evoluted AO concept, but i find quite strange (even if it is beautiful) the decay of light in interior situations.
I raised AO ray up to high levels so i lose AO effect and i get GI-like one, but light's decay still doesnt seem to behave correctly; looking at pic here, you can see light on walls, floor and roof is nearly same near and far from window, while FRYrender one has a natural decay.
I tried to switch to Path Tracing but nothing seems to happen; i wonder what i am missing in order to get physically correct GI.

thanks,
paolo
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lixai
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maybe the fact that you have to use pathtracing to have a correct GI.
Core i7 860, ZOTAC GTX 580 - 3GB, 2 x GTX TITAN, 32Gb RAM
Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

hi, thanks but as said i dont see any difference when switching.
PT *should* behave correctly but for some reasons it stays the same. Is it supposed to be fully working already or what ?

thanks,
Paolo
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radiance
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Joined: Wed Oct 21, 2009 2:33 pm

Pavlov wrote:hi, thanks but as said i dont see any difference when switching.
PT *should* behave correctly but for some reasons it stays the same. Is it supposed to be fully working already or what ?

thanks,
Paolo
how are you switching to path tracing ?
are you swapping the node in the preview config graph ?

sometimes users make a pathtracing node or equiv and click on it and they think they are using pathtracing, but they aren't.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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[gk]
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Location: Denmark

deffinatly user error then.

Make sure you dont have any of the material override or force direct enabled in the main bar.
Rendering an interior with PathTrace yeilds a completly different output unlike an AO pass.
You can attach your scene to the thread and Ill show you how to do it correctly, if you still have problems.

-mads
Amiga 1000 with 2mb memory card
Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

thanks, i've managed to make PT work.. i think i did it correctly even before (i simply swapped Kernel node to PT) but it didnt change. After some re-trying it worked.
BTW it is much slower ;)
I've a GTS 250 board, so a low level one. Which gain ratio should i expect with a GTX 480 ? Is it best one for Octane ?

thanks,
Paolo
Last edited by Pavlov on Fri May 21, 2010 4:56 pm, edited 1 time in total.
I7 960 3.2 GHZ - 6GB ram - GTS 250 display only - Asus GTX 470
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radiance
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Joined: Wed Oct 21, 2009 2:33 pm

Pavlov wrote:thanks, i've managed to make PT work.. i think i did it correctly even before (i simply swapped Kernel node to PT) but it didnt change. After some re-trying it worked.
BTW it is much slower ;)
I've a GT250 board, so a low level one. Which gain ration should i expect with a GTX 480 ? Is it best one for Octane ?

thanks,
Paolo
the GTX480 rocks.
check the videos page for a demo of 2x GTX480, but even a single one is wonderfull to work on.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
pixym
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Posts: 601
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Location: French West Indies

Paolo, is that you from Newtek Forum???
Work Station : MB ASUS X299-Pro/SE - Intel i9 7980XE (2,6ghz 18 cores / 36 threads) - Ram 64GB - RTX4090 + RTX3090 - Win10
Net render : MB Asus Pro WS W790E-SAGE SE - XEON - 128GB - 2 x RTX 3090 - 3 x RTX 2080TI
Pavlov
Licensed Customer
Posts: 158
Joined: Fri May 21, 2010 8:49 am

hey Pixym, sure i am !
Nice to see you here...

Paolo
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buda
Posts: 63
Joined: Thu Mar 25, 2010 12:28 pm
Location: Ukraine

I see scenes have differenet lighting. In octane scene behind the camera as though the no walls and light passes through
cuda
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