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Bug in SSS? (making candle, Octane 2)

Posted: Fri Dec 18, 2015 5:22 pm
by atnreg
Hi!

I am desperately trying to make a realistic candle (once again) but I cannot get it to work :(

The problem is that there needs to be additional light source INSIDE the candle object to actually see the SSS effect, the light from flame object is not powerful enough. That would not be a problem if it worked as expected but at least I cannot get it to work.

The suspected bug is that there seems to be no way to create light source object inside another object that is SSS. The light object always creates 'shadow' in SSS object, see here:
sssproblem.png
I have tried to move the light source object, the shadow travels with it so it definitely is caused by the light source object.

If I put the light source object above the SSS object then it's outline is visible and creates other weird effects as well in render no matter what settings I tried (opacity 0, unseen check boxes in object etc.).

So please someone tell me what I am doing wrong and how can I make realistic candle with Octane SSS? I know the thread where SSS is explained but this is different problem, I made successful LED using ideas in that thread .

Thank you!

Antti

Re: Bug in SSS? (making candle, Octane 2)

Posted: Fri Dec 18, 2015 5:38 pm
by 3dreamstudios
Not a huge SSS guy but in my experience Octane works best with real world actual things. Meaning it seems your faking the light source. A real candle would have just a sliver flame vertical from the wick. See if doing that would change the AFFECT of the light in the SSS material. Just a thought.

Re: Bug in SSS? (making candle, Octane 2)

Posted: Fri Dec 18, 2015 5:41 pm
by juanjgon
What happens if you dissolve the light object, using the LightWave dissolve feature in the object render options panel?

-Juanjo

Re: Bug in SSS? (making candle, Octane 2)

Posted: Fri Dec 18, 2015 6:45 pm
by atnreg
Good idea, unfortunately it does not help here :)
juanjgon wrote:What happens if you dissolve the light object, using the LightWave dissolve feature in the object render options panel?

-Juanjo

Re: Bug in SSS? (making candle, Octane 2)

Posted: Fri Dec 18, 2015 6:53 pm
by atnreg
I prefer making as real world stuff as possible but here are the results, something must be wrong with Octane SSS or then I do something totally wrong :o :)

Here the light source is where there flame is:
_capture_00843.png
Note how the top of the candle is DARK while it should be the brightest area! :o
Also note how the flame object is blocked by the light source even though Opacity=0

And here is a real Octane light (box, stretched):
_capture_00844.png
Note the same dark area on top of the candle even though the light is radiating in all directions :o
Also note how the flame object is blocked by the light source even though Shape Opacity=0

The flame object cannot be used as light source because it would be way too bright at level that actually makes any SSS effect and the same dark area problem prevents from using it anyway.
3dreamstudios wrote:Not a huge SSS guy but in my experience Octane works best with real world actual things. Meaning it seems your faking the light source. A real candle would have just a sliver flame vertical from the wick. See if doing that would change the AFFECT of the light in the SSS material. Just a thought.

Re: Bug in SSS? (making candle, Octane 2)

Posted: Fri Dec 18, 2015 7:20 pm
by atnreg
I did some more tests with simple cylinder and ball as light.

First, the cylinder is normal material, note the strange black area when the light object is close to cylinder :o
A bit longer distance, ok
_capture_00845.png
Close to cylinder, strange black area
_capture_00846.png
Then, when cylinder is SSS, again strange dark area on top. Note that the dark area goes away if scale is decreased but that results is way too translucent object for a candle so it is not an option.
_capture_00847.png
Any ideas? :)

Antti

Re: Bug in SSS? (making candle, Octane 2)

Posted: Sat Dec 19, 2015 7:13 am
by atnreg
More research shows that there is obvious and serious bug in Octane handling lights, not in SSS :o
_capture_00848.png
Note the VERY strange 'shadow' from LIGHTING object! That is against all optical and natural laws!
The test scene is quite small (total height 4 cm, length 30 cm) but as Octane works best in real world scenes, it should definitely handle that.
And THIS is what ruins the candle making totally, the problem seems not to be in SSS after all as there is no SSS in this test.

The bug is even worse with Octane light, here using Linear light
_capture_00849.png
Workaround is scaling the scene up by 10 but it makes some other things like material properties behave wrong so that is not any good solution.

Please fix this soon (if in plugin) or ask Octane crew to fix this soon if this happens in standalone as well (I cannot try as I know next to nothing about standalone).

Thanks :)

Antti

Re: Bug in SSS? (making candle, Octane 2)

Posted: Sat Dec 19, 2015 10:43 am
by juanjgon
This problem can be related to the ray epsilon parameter in the kernel node. In a scene at the same scale that the one you are using, the default 100 um ray epsilon is fine, but if you put a big value (for example 20 mm), you can see in my scene the same artifacts that you have.

-Juanjo

Re: Bug in SSS? (making candle, Octane 2)

Posted: Sat Dec 19, 2015 7:21 pm
by atnreg
OF COURSE! I somehow didn't connect the ray epsilon to SSS in my mind but actually it changes the SSS behaviour A LOT! Even the light blocking the flame object is now gone :o

Thank you thank you thank you thank you thank you, Juanjo you are THE man! :)

I had ray epsilon at 10mm and that makes me think, is the ray epsilon the smallest detail that is needed to view correctly? Because in the test scene the 'border distance' of error is very close to 10mm, is that coincidence or does the ray epsilon work like that?

Antti

juanjgon wrote:This problem can be related to the ray epsilon parameter in the kernel node. In a scene at the same scale that the one you are using, the default 100 um ray epsilon is fine, but if you put a big value (for example 20 mm), you can see in my scene the same artifacts that you have.

-Juanjo