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Visibility Bug

Posted: Mon Jul 21, 2014 9:23 am
by nagboy
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

Re: Visibility Bug

Posted: Mon Jul 21, 2014 9:31 pm
by Karba
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
Any render doesn't like overlapping geometry. If you use the same geometry, why don't you just animate material on it?

Re: Visibility Bug

Posted: Tue Jul 22, 2014 8:27 am
by Andreas.visjon
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?

Re: Visibility Bug

Posted: Tue Jul 22, 2014 2:09 pm
by nagboy
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.