Smooth test for soft shadows: [email protected] size vs micro-dot sphere light

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nuno1980
Licensed Customer
Posts: 798
Joined: Sat Dec 18, 2010 10:04 pm

Hello. :)

[email protected] size: soft shadows are unsmooth - BUG
Sun@0.1x size - unsmooth.jpg
Artificial micro-dot sphere light: soft shadows are perfectly smooth - CORRECT
Artificial micro-dot light - smooth.jpg

- Download - free ORBX project - -> open this project and choose to click one of 2 "Render target" nodes to start rendering: "[email protected] size" and "Artificial micro-dot light"

Best regards. ;)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
User avatar
nuno1980
Licensed Customer
Posts: 798
Joined: Sat Dec 18, 2010 10:04 pm

@roeland or @mojave:

Hello. Can you find the issue at the daylight env.?

Best regards.
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
User avatar
nuno1980
Licensed Customer
Posts: 798
Joined: Sat Dec 18, 2010 10:04 pm

Hello, guys. :)

New 3 screenshots but at [email protected] size only (not any artificial light):

- Box@specular with ior ~1.33 for test - if shadows are smooth or unsmooth
Box for test - if shadow is smooth or unsmooth.jpg

- Unsmooth as bug shadows by caustics at Progressive Photon Mapping (PPM) method under Photon Tracing kernel
Unsmooth shadow by caustics at PPM method under Photon kernel.png

- Smooth shadows by caustics at PT kernel
Smooth shadow by caustics at PT kernel.png

---------------------------------

---SOLUTION--- / for avoid any bugged shadow from ultrathin sunlight (eg: lower than ~0.3x size) source on Daylight environment only:
- should change the kernel to Path Tracing, must disable "caustic blur" as "0" (0.01 by default and SORRY for long time render as few or many hours to be enough caustics ;)) and must enable "Nested Dielectrics";
- add a box, add "specular" material node for this with air@ior 1.00029 or w/ vaccum@ior 1.0 and should change the priority to ALWAYS lower number than any other object;
- any object must be always inside of air with or w/o fog or of vaccum.
-> Enjoy and Happy Rendering! :D

Or we wait for fixed bug/unsmooth shadows at ultrathin sunlight source in next version of OctaneRender. ;)


Best regards. ;)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
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