Hi guys!
I have a problem with rendering animation of the two interfaces glass\liquid. At the bottom of the glass, in water there is some jitter, similar to the melting sugar. How to avoid it? In attachment a video comparison of how it looks in vray (no problem) and octane. Thank you for any answer.
jittering in animation interfaces glass\liquid
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Before posting a bug report, please check the following:
1. That the issue has not already been disclosed
2. That the issue is specific to this plugin, and not Octane in general (Try reproducing it in Standalone)
Bugs related to the Octane Engine itself should be posted into the Standalone Support sub-forum.
All bug reports should include the information below, along with a detailed description of the issue and steps to reproduce it.
A. Operating System, including version (i.e. Win 7, OSX 10.11.2, Ubuntu 14.04, etc.)
B. Graphics Card(s) model (i.e. GTX 580 - 3GB, TITAN, etc.)
C. RAM Capacity (i.e. 6 GB)
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- Attachments
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- mesh_render01.mp4
- (7.4 MiB) Downloaded 6649 times
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
That's not a bug but a limitation. To render fluids in glasses correctly, the fluid needs to slightly intersecting the glass. You can achieve that in your case by using a slightly smaller glass than the one you used for the simulation.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
here the glass is less than the liquid. the liquid traverses the glass. but rendered not correctly.
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
Could you please send me the scene so I can have a look? Thanks.mikinik wrote:here the glass is less than the liquid. the liquid traverses the glass. but rendered not correctly.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
- Elvissuperstar007
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octane from problems with similar liquids. She always looks like oilabstrax wrote:Could you please send me the scene so I can have a look? Thanks.mikinik wrote:here the glass is less than the liquid. the liquid traverses the glass. but rendered not correctly.
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abstrax, funny situation. to look through and check you still can not, because in the octane standalone mesh is not updated if rendered animation. in 3ds max change rayepsilon does not affect this issue. correctly render this animation in octane will not work.abstrax wrote:Could you please send me the scene so I can have a look? Thanks.mikinik wrote:here the glass is less than the liquid. the liquid traverses the glass. but rendered not correctly.
1. you can render motion blur correctly for one frame, animation is not rendered in standalone octane.
2. you can render animation without motion blur in 3ds max.
3. in any case, will have the effect of melting sugar. (((((((
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
Are you using version 2.22.2? I can render the scene you sent to me. In fact, I'm currently rendering out that scene with some changes.mikinik wrote:abstrax, funny situation. to look through and check you still can not, because in the octane standalone mesh is not updated if rendered animation. in 3ds max change rayepsilon does not affect this issue. correctly render this animation in octane will not work.abstrax wrote:Could you please send me the scene so I can have a look? Thanks.mikinik wrote:here the glass is less than the liquid. the liquid traverses the glass. but rendered not correctly.
1. you can render motion blur correctly for one frame, animation is not rendered in standalone octane.
As I said in the 2.21 release thread, if the Alembic file has vertex speeds, it renders it. As far as I know (and I don't know much about the 3ds max API), there is no way to fetch vertex speeds from a 3ds max mesh. Dmitry will have a look at it, when he's got some time available/2. you can render animation without motion blur in 3ds max.
I think the biggest problem in your scene was that the specular depth was way too low, resulting those dark edges. I set the specular depth to 64 and then it looks better. The reason why you get those dark edges is that the paths entering the liquid there, do many many bounces until they leave the material again.3. in any case, will have the effect of melting sugar. (((((((
I also tweaked the environment, glass and liquid materials, the tonemapping and will send you the scene later. Please keep in mind that I'm no artist, so that's all I can do for now.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
no, in 2.22.1. indeed in the latest version everything is rendered perfectly! ) didn't see it.abstrax wrote: Are you using version 2.22.2?
problem is not in edges of liquid, a small amount specular depth specifically set to increase render speed. I attached a video which better shows what I'm talking about.abstrax wrote: I think the biggest problem in your scene was that the specular depth was way too low, resulting those dark edges.
thank you very much for help!abstrax wrote: I set the specular depth to 64 and then it looks better. The reason why you get those dark edges is that the paths entering the liquid there, do many many bounces until they leave the material again.
I also tweaked the environment, glass and liquid materials, the tonemapping and will send you the scene later. Please keep in mind that I'm no artist, so that's all I can do for now.
- Attachments
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- out_Beauty.mp4
- (1.44 MiB) Downloaded 6495 times
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
Thanks for that. I eventually realized that you were talking about the streaks at the bottom of the glass...mikinik wrote:problem is not in edges of liquid, a small amount specular depth specifically set to increase render speed. I attached a video which better shows what I'm talking about.abstrax wrote: I think the biggest problem in your scene was that the specular depth was way too low, resulting those dark edges.
The problem is that the particle mesh at the bottom is not smooth but wobbly. It's not very bad, but visible. I think (but I'm not 100% sure here), that in Vray this effect is less strong, because they keep track of the IOR of intersecting volumes, thus reducing reflections and refractions at the intersections of the different media. We will have a look at it, but I'm not sure when we can solve the problem, since it's a more fundamental issue.
If there is any way to make the particle mesh as smooth as the glass, you can work around the issue for now, but I'm not sure if that's possible. Another thing you can do to reduce the problem is making the intersection between the liquid and the glass as thin as possible (moving the glass down by -0.05, helped a bit).
This is the rendering of the liquid as chrome to make the "wobbliness" more visible:
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra