Hi there,
I have modeled my scene to scale and everything is working fine. The only problem I experience, is that I have 2 planes intersecting with displacement, one refractive specular, one glossy. I always see the bias(ray epsilon) in the render in this case. A white line. If I scale my scene it starts to remove the line, but render times become long. I want to keep my scale, but reduce the epsilon to a really low value. Something like 0.00000001, but it seems as though the floating point precision doesn't go low enough. Eventually it reaches a minimum cap.
Ray Epsilon float reaches minimum
Moderator: juanjgon
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Before posting a bug report, please check the following:
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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.
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Hi,
A ray epsilon below the single precision floating point value makes no sense in Octane because all the render engine is working in single precision, and the parameter itself is a float value in the API. If the scene is too small and you get rendering artifacts, the ray epsilon parameter is not going to be able to fix the problem. I'm afraid that scale the whole scene is going to be the only solution in this case.
Hope this helps.
Thanks,
-Juanjo
A ray epsilon below the single precision floating point value makes no sense in Octane because all the render engine is working in single precision, and the parameter itself is a float value in the API. If the scene is too small and you get rendering artifacts, the ray epsilon parameter is not going to be able to fix the problem. I'm afraid that scale the whole scene is going to be the only solution in this case.
Hope this helps.
Thanks,
-Juanjo
Thanks for the speedy reply.
I cranked the displacement level of detail to 8192x8192 and it did help remedy some of the artifacts.
It seems as though its almost all gone, but my next question, is there some other setting that could help this? It seems as though it is some kind of displacement dicing. Maybe it would be useful to have a float value for this dicing(if it is in fact that) instead of the enum list for the various resolutions.
Thanks again,
Jason
I cranked the displacement level of detail to 8192x8192 and it did help remedy some of the artifacts.
It seems as though its almost all gone, but my next question, is there some other setting that could help this? It seems as though it is some kind of displacement dicing. Maybe it would be useful to have a float value for this dicing(if it is in fact that) instead of the enum list for the various resolutions.
Thanks again,
Jason
The displacement maps resolutions are hardcoded in Octane. I am not aware about other parameters that could help with these intersections artifacts ... I suppose that increase the global scene scale should help.
Thanks,
-Juanjo
Thanks,
-Juanjo