Hi there, folks.
I realized that there are a lots of tweaks to do inside octane in order to transfer textures/displacement maps properly, etc.
If I need to render an object/character, when its scaled down to 5% (or less) of its original size, what should I change in order to have Octane render match the scene in poser? (poser do it automatically, so when I render - it still renders the same regardless of the scale).
here is an example.
actress - normal scale (100%), octane (fast DL render, just for the test):
same actress at 3%, look what happens to her body tattoos and eyes:
fast firefly - the eyes looks strange in octane compared to this, even in normal size:
any ideas? thanks for your help and patience, guys!
rendering scaled-down (or up) characters/props
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I think one of the material (my guess is displacement) is using absolute metric units, not relative units, so they are not scaled down.
Poser uses a very small scale, so be aware of anything which uses absolute units in terms of scale or distance.
Poser uses a very small scale, so be aware of anything which uses absolute units in terms of scale or distance.
Configuration: Windows 11 Pro, I9 12900K, 128GB, RTX 3090, P12 b1029
- gsfcreator
- Posts: 129
- Joined: Sat Mar 31, 2018 9:45 pm
I think you are correct, my friend...is there a way to fix/avoid that?wimvdb wrote:I think one of the material (my guess is displacement) is using absolute metric units, not relative units, so they are not scaled down.
Poser uses a very small scale, so be aware of anything which uses absolute units in terms of scale or distance.
Core I7-8700K, 32RAM, GTX1080Ti, win10
just reduce the height of the displacement map with the same amount as the model
the model is now at 3%, so her height is 3.8 cm. If the height was 0.001 (is 0.1 cm) reduce it to 0.00003
the model is now at 3%, so her height is 3.8 cm. If the height was 0.001 (is 0.1 cm) reduce it to 0.00003
Configuration: Windows 11 Pro, I9 12900K, 128GB, RTX 3090, P12 b1029
- gsfcreator
- Posts: 129
- Joined: Sat Mar 31, 2018 9:45 pm
awesome. thanks! that solved the problem (though I fear there is a hard limit as for how small octane allows me to go...But i'll deal with that bridge when I get there).wimvdb wrote:just reduce the height of the displacement map with the same amount as the model
the model is now at 3%, so her height is 3.8 cm. If the height was 0.001 (is 0.1 cm) reduce it to 0.00003
do you have any idea regarding the eyes?
Core I7-8700K, 32RAM, GTX1080Ti, win10
I am not really sure. Maybe you need to lower Ray-Epsilon in Kernel section. The distances are so small, that it could be self shadowing. ray-epsilon sets the treshold. In this case i think it should be lower, maybe 0, but that might give other artifacts.
The other way would be to make the entire scene larger in size. Parental all to a group and scale tje group up
The other way would be to make the entire scene larger in size. Parental all to a group and scale tje group up
Configuration: Windows 11 Pro, I9 12900K, 128GB, RTX 3090, P12 b1029
- gsfcreator
- Posts: 129
- Joined: Sat Mar 31, 2018 9:45 pm
I'll try that, thanks!wimvdb wrote:I am not really sure. Maybe you need to lower Ray-Epsilon in Kernel section. The distances are so small, that it could be self shadowing. ray-epsilon sets the treshold. In this case i think it should be lower, maybe 0, but that might give other artifacts.
The other way would be to make the entire scene larger in size. Parental all to a group and scale tje group up
regarding the enlarging the entire scene - that's what I was aiming to do in order to use "smaller" cameras

Core I7-8700K, 32RAM, GTX1080Ti, win10