Hi,
There is a bug in octane regarding the visibility track.
On a single object the visibility track works perfect and as expected.
But when you put two objects with similar/overlapping geometry on top of each other octane goes haywire.
Simbple testscene with two teapots. One is visible from frame 0 to 10, the other from 10 and outwards.
http://1drv.ms/1p76bhO
Visibility Bug
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Any render doesn't like overlapping geometry. If you use the same geometry, why don't you just animate material on it?nagboy wrote:Hi,
There is a bug in octane regarding the visibility track.
On a single object the visibility track works perfect and as expected.
But when you put two objects with similar/overlapping geometry on top of each other octane goes haywire.
Simbple testscene with two teapots. One is visible from frame 0 to 10, the other from 10 and outwards.
http://1drv.ms/1p76bhO
- Andreas.visjon
- Posts: 61
- Joined: Tue Oct 02, 2012 7:35 pm
- Location: Ingolstadt / Torino
- Contact:
Hi,
you should not work with the visibility track, doesn't matter which render.
You can easily render 2 pictures and blend them in post production, its much faster also. Why to render all the blending frames?
you should not work with the visibility track, doesn't matter which render.
You can easily render 2 pictures and blend them in post production, its much faster also. Why to render all the blending frames?
_________________
Win7 Prof | MSI X99S SLI Krait Edition | Geforce GTX980 4GB | 5820K | 16GB
Win7 Prof | MSI X99S SLI Krait Edition | Geforce GTX980 4GB | 5820K | 16GB
This is the way rayfire handles the splitting of objects in the scene. I cannot change that as much as I dislike the visibility track. That said its a pretty smart way of doing it, motion blur is calculated correctly because the verticies are technically in the scene. Octane should interpret values of 0 and 1 in the visibility track differently, as a binary switch if the object is in the scene or no - but still keep the verticies there for motion blur.