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V3 serious shading issues

Posted: Wed Sep 21, 2016 4:46 pm
by adamnerva

Re: V3 serious shading issues

Posted: Wed Sep 21, 2016 5:11 pm
by adamnerva
And here is the cycles render, which I would describe as my expected results:
cycles_normals_correct.JPG

Re: V3 serious shading issues

Posted: Wed Sep 21, 2016 5:25 pm
by adamnerva
And here is the exact same mesh exported as OBJ and rendered in Octane Standalone. Expected results achieved. So the issue here appears to be that Octane for Blender does not read the mesh normals. Hopefully this is a trivial thing to correct.
blenderOctaneStandaloneNorm.JPG

Re: V3 serious shading issues

Posted: Wed Sep 21, 2016 5:33 pm
by grimm
Hi adamnerva,

Looks like you have rounded corners turned on in the Octane plugin render you posted.

Jason

Re: V3 serious shading issues

Posted: Wed Sep 21, 2016 5:43 pm
by adamnerva
grimm wrote:Hi adamnerva,

Looks like you have rounded corners turned on in the Octane plugin render you posted.

Jason
Actually, no I don't. And the blend file is included in the first post.

Re: V3 serious shading issues

Posted: Wed Sep 21, 2016 8:21 pm
by adamnerva
OK, the problem is definately that Octane for Blender cannot read vertex normals. New test file attached. This is a beveled cube with custom vertex normals.

https://dl.dropboxusercontent.com/u/276 ... Norm.blend

I consider this a pretty big bug that kills my workflow. I hope it can be addressed.

Re: V3 serious shading issues

Posted: Wed Sep 21, 2016 8:59 pm
by Issa
Hello my friend,
it is good ?
Image

Re: V3 serious shading issues

Posted: Wed Sep 21, 2016 9:05 pm
by adamnerva
Issa wrote:Hello my friend,
it is good ?
Image
No. That is not good. That actually completely disables the smooth shading, rendering every polygon as a facet. I need Octane to render meshes as Cycles does, and as standalone does: using the vertex normals.

Re: V3 serious shading issues

Posted: Thu Sep 22, 2016 11:34 am
by J.C
This is the same in V2.x
Maybe Octane does not properly interprets edge creases.

Anyway adding Egde Split modifier solves the issue.

Re: V3 serious shading issues

Posted: Thu Sep 22, 2016 8:13 pm
by adamnerva
J.C wrote:This is the same in V2.x
Maybe Octane does not properly interprets edge creases.

Anyway adding Egde Split modifier solves the issue.
Unfortunately, no, the edge split modifier does not solve the issue. Blender has support for custom vertex normals, which I make use of in my second example scene. The vertex normals are face area weighted. The edge split modifier cannot fix this, nor can it fix imported CAD models with very precise vertex normals.

Blender supports vertex normals. Octane standalone supports vertex normals. And Octane for Modo supports vertex normals. It was actually a huge surprise to me that Octane for Blender doesn't even have this very basic feature.