A. Windows 8.1 Pro/Win 10 Pro (I've tried on several PCs)
B. 2x GTX 1080/7x GTX 1080/8x GTX 1070
C. 32GB
D. 21.21.13.7878
E. 3.06
F. 3.06
G. Maxon Cinema 4D 18.048/ Maxon Cinema 4D 18.057
H. Recently I tried to export dusty barn render with multipass to compose it later. But the composed footage just doesn't look even close to the main beauty. There was something with volume.
After a week of tests, I've found that bounced light rays just doesn't work right with volume in renderpasses. I run many tests, but to demonstrate it in the clearest way, I've built a simple scene:
So, all the only light coming through the holes is bounced from a wall. Therefore, diffuse direct should be black(PT/PMC):
Ok, it is, let's go forward. As I do not use any glossy/spec materials, all the info should be stored in Diffuse indirect pass(and be a copy of the beauty), but it's not:
I've tried to render out all passes and compose them — no result. I've tried different color spaces, formats, bitrate — no result. Everything is identical even in octane preview.
Here's comparison:
Scene file:
Volume renderpass issue
Moderators: ChrisHekman, aoktar
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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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Thanks for detailed report but, you look like missed the first rule of working with passes.
You should not compare linear compositing results with tonemapped results of Live Viewer.
1- First change tonemapping to linear/gamma 2.2 and vignetting=0 for camera imager for Live Viewer results.
2- Change render buffer to linear, don't use tonemapped buffers for working with passes. You should apply a similar tonemapping in a post software on composited passes.
Btw i'm not sure about volume medium's effect on diffuse pass. Diffuse pass looks like does not correctly display the scatter effect of medium. Reported!
You should not compare linear compositing results with tonemapped results of Live Viewer.
1- First change tonemapping to linear/gamma 2.2 and vignetting=0 for camera imager for Live Viewer results.
2- Change render buffer to linear, don't use tonemapped buffers for working with passes. You should apply a similar tonemapping in a post software on composited passes.
Btw i'm not sure about volume medium's effect on diffuse pass. Diffuse pass looks like does not correctly display the scatter effect of medium. Reported!
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Thanks for the report. It seems Octane is not recording the contribution of volumes in the SSS pass. We will look into it and fix it as soon as possible.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
[quote="aoktar"]Thanks for detailed report but, you look like missed the first rule of working with passes.
You should not compare linear compositing results with tonemapped results of Live Viewer.
I compared tonemapped with tonemaped pics(As I remember). Linear workflow(I use BM Fusion and After Effects) gives a different picture, but the same result of volume SSS. But thanks for the hint nevertheless!
You should not compare linear compositing results with tonemapped results of Live Viewer.
I compared tonemapped with tonemaped pics(As I remember). Linear workflow(I use BM Fusion and After Effects) gives a different picture, but the same result of volume SSS. But thanks for the hint nevertheless!
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In motion we trust.
I7-4790k|2xGTX1080|32RAM|Win8.1Pro
I7-7700k|7xGTX1080|32RAM|Win10Pro
I7-7700k|8xGTX1070|32RAM|Win10Pro
In motion we trust.
I7-4790k|2xGTX1080|32RAM|Win8.1Pro
I7-7700k|7xGTX1080|32RAM|Win10Pro
I7-7700k|8xGTX1070|32RAM|Win10Pro