Octane Render User Manual
Octane Render User Manual
Octane Render User Manual
user manual
version 1.10
by Jan Kudelasek
OctaneRender Standalone Edition User Manual Version 1.10 (5 February 2013) http://render.otoy.com
OTOY INC. 2013. All rights reserved.
OctaneRender and OTOY and their logos are trademarks of OTOY Inc.
Table of contents
Chapter 1 : Installation and Overview
1 Installation Requirements 1.1 Hardware Requirements 1.2 Software Requirements 1.3 Drivers 1.4 Internet Access Windows Installation Mac OSX Installation GNU Linux Installation Hardware Options Troubleshooting
2 3 4 5 6 1 2 3 4 5 6 7 8 9 10 1
6 6 6 6 7 7 8 8 9 13 24 25 26 27 30 31 32 33 33 34 36 37 38 38 41 42
Interface Overview The Render Viewport The Node Inspector The Graph Editor The Outliner Octane Live Account Settings Application and Controls The Device Manager The OBJ Mesh Import Customizing the Interface Export Script Overview 1.1 Project Configuration 1.2 Export Configuration 1.3 Exporting Manual Exporting 2.1 Common Export Settings
7 8 9 10 11 12 1 2 1 2 3 1 2 3 4
Adjusting Materials 5.1 Working with Material Data 5.2 Value Types 5.3 Texture Types 5.3.1 Colour Textures 5.3.2 Image Textures 5.3.3 Texture Generators 5.3.4 Fall Off Texture Map 5.4 Diffuse Materials 5.5 Glossy Materials 5.6 Specular (Glass) Materials 5.7 Material Mix 5.8 Portal Materials 5.9 Medium Nodes Adjusting Lighting 6.1 Environment Maps / HDRI Environments 6.2 Sun/Sky Environment (Daylight) 6.3 Mesh Emitters 6.4 Clay Rendering Modes 6.5 Using Portals Adjusting the Camera Adjusting the Camera Imager Adjusting the Post-processing Preview Creating Macro Nodes The Shadow Catcher The Live Material Database Saving / Loading Scenes Reloading / Textures / Images / Objects Using Instances Scatter and Multi-Scattering The Material Map Node Launching Octane from the Command Line One-Click Turn-Table Animations One-Click Sun / Sky Animations Normal Maps and Bump Maps Camera Response Curve Examples
65 66 66 67 68 68 69 76 79 80 83 85 86 87 94 95 97 99 103 104 106 107 111 114 117 118 120 121 123 127 130 132 137 138 139 141
By Enrico Cerica
Chapter 1 Installation
OTOY - OctaneRender SE User Manual
1. Installation Requirements
1.1 Hardware Requirements
OctaneRender requires a NVIDIA CUDA-enabled video card. OctaneRender runs best on Fermi (e.g. GTX 480, GTX 580, GTX 590) and Kepler (e.g. GTX 680, GTX 690) GPUs, but also supports older CUDA enabled GPU models. GeForce cards are fast and cost effective, but have less VRAM than Quadro and Tesla cards. OctaneRender scales perfectly in a multi GPU configuration and can use different types of Nvidia cards at once e.g. a GeForce GTX 260 combined with a Quadro 6000. The official list of NVIDIA CUDA enabled products is located at https://developer.nvidia.com/cuda-gpus.
1.3 Drivers
OctaneRender requires a Nvidia driver supporting CUDA 4.2. On Windows and Linux you only need a recent enough Nvidia driver (http:// w w w.nvidia.com/download/index. aspx?). For MacOS we recommend using driver version 4.2.10 (http:// w w w.nvidia.com/object/mac-driver-archive.html).
Failure to install these driver versions may result in stability problems. The OctaneRender Team cannot provide support to users of different driver versions.
2. Windows Installation
To install OctaneRender on Windows, ensure that you have installed a suitable driver for your video card. After this, you only have to run the installer. The latest video card driver can be downloaded from here: http://www.nvidia.com/Download/index.aspx?lang=en-us
By Ironelix
5. Hardware Options
The options for adding GPU muscle to a current computer depends on available PCI-E slots on the computer. Single PCI-E Slot If the computer has a single PCI-E slot, the upgrade options are fewer. One could simply add a more powerful GPU as long as the power supply can provide enough power for the new GPU. Dual GPU, single slot card solutions like the GTX 590 or GTX 690 may also be used in this situation, again assuming that the power supply is sufficient to power the video card. A second option is to use an external expansion box which contains multiple GPUs. This allows the use of multiple GPU's with a computer that only has a single PCI-E slot. For the smoothest user experience with OctaneRender, it is recommended to dedicate one GPU for the display and OS to avoid slow and jerky interaction and navigation. The dedicated video card could be a cheap, low powered card since it will not be used for rendering and it should be unticked (off) in CUDA devices in the Device Manager/Preferences.
UI Display
Expansion Box
Geforce GTX or Quadro (CUDA and Display) Geforce GTX or Quadro (CUDA Only)
Special thanks to forum user pixelrush for the inspiration for these hardware diagrams. OTOY - OctaneRender SE User Manual - Chapter 1 - Section 5
Two PCI-E Slot Motherboard If the computer has two PCI-E slots the user is presented with many additional upgrade options. One option is to install a second graphics card along with the currently installed GPU. If the existing GPU is slow, it can be used to power the display only and the second card can be dedicated to OctaneRender. This will allow the OS to be smooth and the computer will still be responsive while the second GPU is tasked with rendering. Another option would be to add an additional GPU to assist in rendering. In this situation, it is best to have both GPU's match in model and ram content. This allows multi-GPU rendering but the OS interface may still be slowed as all the GPU processing power is dedicated to the rendering process. In multiGPU setups, the amount of RAM available to OctaneRender is not equal to the sum of the RAM on the GPUs, but it is restricted to the GPU with the smallest amount of RAM. It is recommended to disable GPUs that don't have enough RAM to allow for rendering large scenes that can fit in the RAM of the remaining GPU.
UI Display
Power Supply
A third option is to use an external expansion box in the second slot. This allows the use of multiple GPU's while having a video card dedicated to the OS which allows for no degradation in OS performance while realizing incredible multi-GPU rendering speed at the same time. A variation of this setup would
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place a third rendering GPU in the motherboard in place of a basic GPU. This would allow three GPU's to be used for rendering.
UI Display Only
Basic Geforce or Quadro Card
Expansion Box
Interface Card
Three or more PCI-E Slot Motherboard If the computer has three PCI-E slots the user is presented with many additional upgrade options. If the power supply is sufficient, one GPU can be dedicated to the OS display while two or more GPU's can be used for rendering.
UI Display Only
Basic Geforce or Quadro
CUDA Only
Power Supply
Multi GPU setups, power supply and energy consumption considerations: It is very important to use a suitable power supply when using multiple GPUs. For more info on what power supply is best for your case, visit http://www.nvidia.com/object/slizone_build_psu.html We recommend to use GPUs based on the Kepler architecture as these cards have more memory and consume less power than Fermi GPUs, but are just as fast with OctaneRender.
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3Dconnexion Space navigator support OctaneRender supports camera movement with a 3D mouse on all platforms. The movement is camera-centric: movements you make will be translated to camera movements. Setup Make sure the correct drivers for your 3D mouse are installed. On Windows and Mac OS X your 3D mouse should work after you plug in the 3D mouse. On Linux you should make sure the driver is running before you start OctaneRender. If you start the driver later, lock and unlock the viewport to detect the 3D mouse. On Windows, the settings from the 3Dconnexion control panel have no effect. You can change the speed of the movements and invert setting in the menu's Preferences > Controls in OctaneRender.
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6. Troubleshooting
Most problems with OctaneRender can be traced to the following situations. Please refer to the issue numbers listed to find common solutions.
Issue
6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 6.10
Description
Cannot find driver for laptop or computer OctaneRender won't open due to "No Cuda Devices" OctaneRender won't open due to License Issues OctaneRender crashes loading a file Render looks strange or gives unexpected results Navigation of Viewport is slow / UI is Unresponsive ctaneRender works for a while then closes while rendering Can't change settings or save renders OctaneRender does not see all available video cards Additional Helpful Hints
Special thanks to forum user pixelrush for the compilation of this troubleshooting information. OTOY - OctaneRender SE User Manual - Chapter 1 - Section 6
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6.1 Cannot Find Drivers for Laptop or Computer Problem: Solution: The available OEM drivers are not recent enough As a work around, find a suitable official Nvidia driver, unzip the executable, and modify the device list to include your hardware. Then, manually install the driver. See forum or search internet for more detailed information.
Problem:
Newly released card and waiting for updated Nvidia driver to support it The new drivers should be released shortly. OctaneRender and Cuda are in constant development and new hardware and Cuda revisions are being released regularly. There are a few occasions where this situation occurs and causes a delay in getting the most out of your hardware and OctaneRender.
Solution:
6.2 OctaneRender Won't Open Due to "No Cuda Devices" Error Message Problem: Solution: Incorrect Driver installed Read the release notes to ensure that you have the correct driver version installed. Attempt to remove the old driver versions and then install the proper version. It may be necessary to use a tool such as Driver Sweeper to get all driver components uninstalled.
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Problem: Solution:
Video Card is not Cuda enabled Check the list below to ensure that your card is in fact Cuda enabled. http://developer.nvidia.com/cuda-gpu It is recommended to use a card with at least 128 Cuda cores and preferably a Fermi generation card with more than 300 Cuda cores or above for decent render performance. For Kepler cards, a minimum of 768 Cuda cores is recommended.
6.3 OctaneRender won't open due to License Issues Problem: Solution: OctaneRender is not Licensed Your customer details have been incorrectly entered into the licensing system. If you suspect a problem, contact us at [email protected]
Problem: Solution:
OctaneRender is not "Activated" Either your license has not been processed or the current license is activated on another machine. Deactivate the copy of OctaneRender on the previous machine and activate the new machine after waiting 30 minutes. This can also be accomplished via the customer login area at http://render.otoy.com
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Problem:
OctaneRender cannot connect to the OctaneLive servers This could be due to two issues 1) Configure your firewall or router to allow outbound connections to the URL named live1.octanerender.com 2) Your customer details have been incorrectly entered by either you or members of the OctaneRender Team into the licensing system. If you suspect a problem, contact us at [email protected]
Solution:
6.4 OctaneRender Crashes Loading a File If OctaneRender crashes upon loading a user created file, ensure that OctaneRender and the drivers are installed correctly by downloading and loading the demo suite files located at: http://render.otoy.com/downloads/OctaneRender_1_0_DemoSuite.zip Problem: Problems inside Obj file such as stray edges, vertices, etc. Re-export the scene using different exporting options from the modeling program or export script
Solution:
Problem: Solution:
Special Characters inside Obj or MTL file. OctaneRender recognises filenames containing spaces, and it should be able to use files with non-latin characters. An OBJ or MTL file containing special characters may be encoded in UTF-8.
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Problem:
Incompatibility of previous version macros and OCS file format. Unfortunately, the only way to get around this is to recreate the macros or OCS file in the current version.
Solution:
Problem: Solution:
Insufficient system or video ram It is recommended to use a 64 bit operating system with more than 4 GB of system ram. Also, if possible use a video card with more than 1 GB of vram. For example, 1 GB vram is sufficient for 3 million polygons with medium texture use and a medium render size. To render in larger resolutions or to utilize more high resolution textures, a video card with more than 1 GB vram might be necessary.
Problem:
Display Video Card is not active while CUDA enabled card is active This may require swapping video card slots on the motherboard or changing bios settings so PCI-E slot with the display is "Initialized First". Review your motherboard documentation for the exact wording and location for this setting.
Solution:
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6.5 Render Looks Strange or Gives Unexpected Results Problem: Concentric circles over the image or unusual effects including bump map not working Check the scale of the imported scene and change the rayepsilon value. Typically this is due to the scale being incorrect by a factor of 100 or 1000X. Octane expects 1 unit in the scene to equal 1 meter. Adjust export settings in the modeling application or adjust the import settings in OctaneRender.
Solution:
Problem:
Facetting occurs revealing the underlying polygonal mesh, Geometry or Normals issues Ensure that the geometry and normals are correct in the modeling program. Re-export the scene if necessary. Make sure the Normal Smoothing boolean value ("smooth") is enabled for each material in the Node Inspector.
Solution:
Problem: Solution:
Bump map does not show up When a bump map and normal map are both loaded, the normal map will take priority and the bump map will not be used.
Problem: Solution:
Images do not look right on the model. This may be due to the way the model was UV unwrapped. This may need to be redone more precisely in the 3d modeling application and re-exported.
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6.6 Navigation of Viewport is Slow / UI is Unresponsive Problem: Solution: Known issue with display refresh time out on Windows This can be attributed to a function that is included in some operating systems that shut down any program after the OS has lost communication with the GPU. Since higher resolutions and Path Tracing both can take long periods of time to render a single frame, the OS loses contact with the GPU and shuts down Octane This can be resolved one of two ways. 1. Purchase a second GPU and dedicate one to OctaneRender and one to the operating system 2. Adjust the time out values specific to the operating system. As this typically involves adjusting critical OS files, it is not recommended and not supported by the OctaneRender Team. For Microsoft Windows systems, more information can be read here:
http://www.microsoft.com/whdc/device/display/wddm_timeout.mspx
Problem: Solution:
Render card has insufficient performance 96 Cuda cores are considered the absolute minimum although OctaneRender will technically work with fewer. It is suggested that a more powerful GPU (Fermi or Kepler recommended) be purchased to get the most out of OctaneRender.
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Problem: Solution:
Navigating is slow. Is there anything else I can do? To increase the speed of navigating in OctaneRender, you can: - use the Shift key while rotating, moving or translating the Render Viewport - use the Sub-Sampling settings (3 checkerboard icons in the viewport) to increase the speed of navigating in the viewport - reduce the render resolution of the viewport while setting up materials, lights and camera
Problem: Solution:
Insufficient Power Supply The current generation of Cuda enabled GPU's can be very demanding on a computers power supply. When going with multiple video cards it can be even more demanding. Purchase a new power supply if necessary to ensure that all components have sufficient energy to do their task.
Problem: Solution:
Graphics Card or Computer Overheating Make sure the computer case has good ventilation which may include purchasing additional cooling fans or a different case altogether. Ensure the case has a good amount of space around all air intakes and vents. Heat sinks and fans will also build up dust and lose their cooling capacity. Use canned air to clean out computer cases, heat sinks and fans regularly. Free software tools such as Speedfan, EVGA Precision and GPUZ can assist in determining temperatures of the GPU and will assist in setting fan speeds if necessary.
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6.8 Can't Change Settings or Save Renders in the demo Problem: Changed settings do not keep when closing and restarting Octane This is currently not available for Demo Users.
Solution:
Problem:
I cannot save any renders or use the built-in animation tools This is currently not available for Demo Users.
Solution:
6.9 Windows and the Nvidia driver see all available GPU's, but OctaneRender does not. There are occasions when using more than two video cards that Windows and the Nvidia driver properly register all cards, but OctaneRender does not see them. This can be addressed by updating the registry. This involves adjusting critical OS files, it is not supported by the OctaneRender Team. 1) Start the registry editor (Start button, type "regedit" and launch it.) 2) Navigate to the following key: HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Class\ {4D36E968-E325-11CE-BFC1-08002BE10318} 3) You will see keys for each video card starting with "0000" and then "0001", etc.
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4) Under each of the keys identified in 3 for each video card, add two dword values: DisplayLessPolicy LimitVideoPresentSources and set each value to 1 5) Once these have been added to each of the video cards, shut down Regedit and then reboot. 6) OctaneRender should now see all video cards
6.10 Additional Helpful Hints 1) PCI-E 16X / 8X / 4X / 2X slots are sufficient to run OctaneRender. PCI-E 1X slots are not as it slows down the transfer of data too much. PCI-E bandwidth sharing by mixing 16x and 8x slots is possible. 2) It is best to use two or more video cards of the same speed and ram configuration when using them with OctaneRender
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By Wojciech Migdal
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1. Interface Overview
Render Viewport
fig. 2.1
Outliner
fig. 2.2 fig. 2.4
Node Inspector
fig. 2.3
Render Viewport (fig. 2.1) The render is constantly updated in the Render Viewport. The scene can be navigated in real-time. Adjustments to materials, lights and camera can be made and viewed iinteractively. Node Inspector (fig. 2.2) The Node Inspector allows the user to make changes to the various settings in the scene, lighting and material nodes. Graph Editor (fig. 2.3) The scene and materials are represented by nodes in OctaneRender. This allows for powerful material editing as well. Dont be scaredif you dont know how to use nodes because great renders can still be produced without needing to use them. Outliner (fig. 2.4) The Outliner allows the user to see an overview of all the elements in the scene and also allows them to use the local and online node databases.
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fig. 2.4
Render progress
The Render Viewport (fig. 2.4) is used to manipulate the scene interactively. Unlike traditional renderers, OctaneRender allows the user to adjust many aspects of the scene while maintaining a complete rendering environment. Horizontal and vertical scrollbars on the renderview allows viewing parts of the image that fall out of the display area. The Render Viewport contains buttons (fig. 2.5) located at the bottom of the window that allow the user to control several aspects of the render process.
Reset Camera
Render Controls
Recenter View
Material Picker
Sub-Sampling Modes
Save Render
fig. 2.5
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fig. 2.6
Preview Resolution
Preview Imager
Preview Kernel
Preview Camera
Preview Mesh
fig. 2.7
fig. 2.8
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fig. 2.9
Selecting multiple nodes Start dragging in an empty area of the node graph editor to select multiple nodes with a box. Hold down Shift to add the selection to the current selection. Hold down Ctrl to deselect nodes. You can also add and remove nodes from the selection by holding Ctrl and clicking on a node. The node graph editor supports copy/paste with right clicking or keyboard shortcuts (Ctrl+C and Ctrl+V) and there are application-wide shortcuts for cut, copy, paste and delete commands which are placed in the application menu. Copying and pasting nodes will also duplicate connections coming from other nodes to
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the copied nodes. Dropping of macro and mesh files on the nodegraph editor is also possible.
Right-click on a node for a context menu Right clicking on a node invokes a context menu with options 'delete' allowing you to delete all selected nodes, 'save' saves the selected nodes as a macro file or in LiveDB, and 'render' (if available) which will render the node under the cursor. Node pin connections are saved when saving multiple nodes. The context menu also includes 'Show in Outliner' which will quickly pick and select the respective node's corresponding element in the Outliner.
fig. 2.10
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Right-click in the node graph editor By right-clicking in the node graph editor you can import nodes from a file and places the new node on the cursor location.
fig. 2.11
The Graph Editor also has buttons (fig. 2.12) that allow the display of the internal material preview scene when a node is selected.
View/Hide Render Target Preview Scene View/Hide Material Preview Scene
fig. 2.12
Recenter View
Quick material previews It is possible to enable quick previews of materials and textures inside the node inspector. These will be rendered without interrupting the main render, and will update automatically when the material or texture is changed. The scale of the material can be updated as well. There is a choice of a preview on a sphere and a flat 2D preview. The scale of the object shown is customizable, and users can choose default settings in the settings dialog.
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5. The Outliner
The Outliner (fig. 2.11) allows the user to view the current project in an outliner format. This allows the user quick access to any of the parameters / nodes of the scene. Selecting a parameter in the Outliner brings that node to focus in the Node Inspector. The Outliner also has context menus allowing to copy, paste, and fill empty node pins.
fig. 2.11
The tabs in the Outliner also allow the user to view the Local and Live Databases that can house any Macro that is created. The Live Database ("Live DB" tab) allows instantaneous access to any macro that is uploaded from the entire Octane community. This allows the user to save a novel new material to the database where it will be accessible by every Octane user.
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fig. 2.12
The Account Settings Dialog box is also used for entering: The Community / Forum Nickname The Users Full Name Credits (Used when publishing Macros to the Live DB) Copyright Information
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fig. 2.13a
fig. 2.13b
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fig. 2.14
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fig. 2.15
This will open the Add/Remove Items from Toolbar dialog box. [fig 2.16] The dialog allows the user to place the toolbar to any edge of the respective area. It also allows the buttons to be re-arranged, added or removed.
fig. 2.16
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By Mike Logic
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(Other scripts will be available soon) To render using the script: 1. Install the script in the host 3D application 2. Finalize the scene in the host application. This includes assigning materials, UV mapping, placing the camera and a sun lamp (if you want a sun/sky system in OctaneRender.) 3. Launch the script and set the required parameters 4. Render the still or animation via the script. The script will then transfer the geometry to OctaneRender and begin rendering.
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Camera / Active Camera: If checked, the selected Active Camera will be used for the export. Lens Aperture: If checked, the entered Lens Aperture will be used for the export Focal Depth: If checked, the entered Focal Depth will be used for the export Camera Motion Blur: If checked, motion blur will be used. The Interpolate setting allows whether to use the next frame or the previous frame to set the two positions to calculate the camera motion blur.
Daylight Environment Sun Direction: If checked, the position of the light specified in the Light Source box will be used as the position of the Sun in a Sun / Sky environment when exported.
1.3 Export
This section is used to actually start the export and begin rendering the scene in OctaneRender. Frame This area controls exporting only the current single frame and is
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useful for architecture, product shots, or any other static scene. There are two options:
Export OBJ/MTL Only: This exports the scene with all the currently selected options to an OBJ file and MTL file and does not start the render. The scene can then be manually imported into OctaneRender at a later time. tions and then sends the scene to OctaneRender.
Render: This button performs the export with all the current op-
CAMERA TIP : Feel free to move about the scene and continue to refine it once it is exported. The original exported camera position can be obtained by clicking on the Reset Camera button on the toolbar. Animation: This area controls exporting an animation.
Image Output: use the Browse button to select the path where the rendered images are to be saved. Range: Use the text boxes to supply the Start and End Frame of the animation. Use the nth Frame text box to set how many frames to step through when exporting. For example, if you rendered an animation of 30 frames with a step of 1, youd get frames 1,2,3,4,5 etc. If you rendered the same animation with a step of 3, youd get frames, 1,3,6,9,12, etc. Pixel Samples: Specify the number of samples per pixels to render each frame. Either specify the value in the text box or select one of the presets. Render Animation: Clicking this button will start the process of exporting and rendering each frame of the animation in OctaneRender and saving the images in the specified directory.
Example Animation Workflow 1. Export the scene as a single frame 2. Set up all the materials and scene settings in OctaneRender
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3. Save the scene as an OCS file and exit OctaneRender 4. Set the script to point to the OCS file in 3) 5. Set all the motion blur, camera parameters, and animation frame range and render the animation
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2. Manual Exporting
To export a scene for use in OctaneRender, use your favorite 3D Modeling Software's Wavefront Object (obj) export function. The settings available are different for various software packages. The following are some general settings to export if available: Materials Normals Texture Coordinates Objects
By Pedrojafet
OTHER TIPS
Do not export Edges as currently this can cause a crash in OctaneRender. The meshes should also be triangulated if possible as OctaneRender does not currently support n-Gons. Screenshots of recommended exporter settings are included in the following pages for some common modeling programs.
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Blender 2.63:
Autodesk Softimage:
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Daz Studio:
Newtek Lightwave:
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Daz Carrara
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By karba
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fig. 4.1
fig. 4.2
2. Importing
2.1 Setting Import Preferences
The OBJ Mesh Import Preferences (fig. 3.3) can be accessed from the file menu and provide greater control of the importing process and OctaneRender handles materials and mesh geometry on import.
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Override settings during individual import Sets whether the scene or OctaneRender settings should be used. Import MTL file Determines whether OctaneRender imports any materials that were stored in the MTL file associated with the imported OBJ file. Material TypesAllows the user to specify what material types are imported. Import Image TexturesUses the image textures as specified in the MTL file. Texture TypesAllows the user to determine the data type of imported images. Object SmoothingAllows the user to set preferences related to material smoothing including using supplied vertex normals and smoothgroups. Meta ObjectsAllows the user to set a material in their modeling software to set the camera position in OctaneRender. The object with the material specified in the Transform Material Name field will be used to position the camera.
fig. 4.3
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fig. 4.4
fig. 4.5
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If the scene navigation is too slow, hold the SHIFT key while navigating with the mouse. Controls for the camera multiplier and mouse presets can be set through the Menu Preferences --> Controls tab. Sub-sampling Settings Using sub-sampling allows for smoother navigation of the scene by reducing the render resolution. In order to improve navigation at the cost of visual quality, 2x2 or 4x4 sub-sampling settings can be adjusted by using the checkerboard buttons under the Render Viewport. The reduced settings apply when the scene is being navigated and then returns to the render settings after navigation has stopped. Figures 4.7 and 4.8 show the difference between navigating with no sub-sampling versus navigating with 4x4 sub-sampling.
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fig. 4.6
The Camera Zoom Picker tool helps navigating a scene that is very complex or that has become difficult to navigate. To enter Camera Zoom Picking, click on the icon located under the Render Viewport. It is then used to click on any part of the scene. What is under the mouse pointer then becomes the center of rotation and zooming. While it might not be immediately apparent that anything has happened after the Camera Zoom Picker was used to click on the Render Viewport, a quick roll of the mouse wheel will cause the render to zoom into the newly selected point. 51
Camera Reset
The Camera Reset button allows the camera to be reset back to the original position. If the scene was just created from an imported object, then the Camera Reset button will reset the camera position to the default coordinates similar to when the object was just imported. If the scene was saved as an Octane Scene File, then the camera would be reset to the position of the Octane Scene File.
Recenter View
The Recenter view button centers the render in the render view port. This is useful if the render was moved and is no longer visible or centered.
4. Render Settings
There are four major rendering kernels in OctaneRender: Direct Lighting, Path Tracing, PMC and Deep Channel . They are switchable by changing the type in the Node Inspector. To do this either click on the Mesh Preview Kernel node in the Graph Editor or click on the Preview Kernel Icon in the Node Inspector. Users can switch the node types through the first dropdown menu in the node inspector.
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Specular Depth 2 Rays can enter transparent objects but cannot render the other chess pieces
Specular Depth 5 Rays can find the other chess pieces but not ones in their refraction
fig. 4.10 - Examples of various Specular Depth's using the Directlighting Kernel with GI Mode (0) None
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Glossy Depth (glossydepth) Glossy depth controls the number of times a ray can be reflected be fore dying. Higher numbers mean higher render time. Low numbers under "4" can introduce artifacts, or turn some reflections into pure black. You should setup this setting based on the complexity of the scene you are working on, and especially based on how many reflec tive parallel surfaces you have. AO Distance (aodist) The distance of the ambient occlusion in units. Always check if the amount is right related to your model scale. For example you don't need an amount of "3" units if your object is a small toy. But if your model is a house or something large, you can increase the value. The more you increase the value the darker your render will be.
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Ray Epsilon (rayepsilon) The ray epsilon is the distance to offset new rays so they don't intersect with the originating geometry. If the scale of your scene is too large, precision artifacts in the form of concentric circles may appear. In that case, increasing the ray epsilon can make these artifacts disappear. Maximum Samples (maxsamples) This sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the render. For quick animations and scenes with predominantly direct lighting, a low amount of samples (500-1000) may suffice. In scenes with lots of indi rect lighting and mesh lights, a few thousand samples may be required to obtain a clean render. Filter Size (filtersize) This sets the pixel size for filtering the render. This can improve aliasing artifacts in the render. Noise can also be reduced this way, but if the filter is set too high, the image can become blurry. Alpha Channel (alphachannel) This option removes the background and renders it as transparant (zero alpha). This can be useful if the user wants to composite the render over another image and does not want the background to be present.
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Keep Environment (keep_environment) This option is used in conjuction with the Alpha Channel setting. It allows the background to be rendered with zero alpha but is still visible in the final render. This allows even further flexiblity in compositing images. Alpha Shadows (alphashadows) This setting allows any object with transparency (specular materials, materials with opacity settings and alpha channels) to cast a proper shadow instead of behaving as a solid object. GI Mode There are five different Global Illumination modes in the Direct Lighting Kernel: None(0) Only direct lighting from the sun or area lights is included. Shadowed areas receive no contribution and will be black. Ambient(1) Use a simple ambient colour from the environment above. Sample Environment (2) Use a simple ambient colour from the environment/horizon. Together with ambient and none, these modes are all very fast, as no Monte Carlo sampling is required. These give a very unrealistic, classic z-buffer/whitted raytracing style look, but are very fast, and very handy for interactive tuning of complex scenes or on slow hardware.
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Ambient Occlusion (3) Standard ambient occlusion. This mode can often provide realistic images but offers no color bleeding. Diffuse (4) Indirect diffuse, with a configuration to set the number of in direct diffuse bounces to include. This gives a GI quality that is in between Ambient Occlusion and pathtracing, without caustics and a decent realistic quality (better than AO), but much faster than pathtracing/PMC. It is very good for quick finals and animations. It is similar in some ways to 'bruteforce' indirect GI in other engines. Diffuse Depth Gives the maximum number of diffuse reflections if GI Mode is set to Diffuse (4) Russian Roulette Probability (rrprob) In path tracing, maxdepth is the maximum amount of bounces a ray can make, but, after 3 bounces, there is a 50 % chance that the ray is killed, if you set the rrprob parameter to 0.5. In practice it will rarely exceed more than 16-20 bounces once every million pixel samples (generating a firefly usually). If the rrprob is set to 0, it uses a automatic setting. If it is set to anything else, the user directly controls the probability the ray is ended at random after 3 bounces and so forth.
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Maximum Samples (maxsamples) This sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the render. There is no rule as to how many samples per pixel are required for a good render. Filter Size (filtersize) This sets the pixel size for filter for the render. This can improve aliasing artifacts in the render. If the filter is set too high, the image can become blurry. Alpha Channel (alphachannel) This option removes the background and renders it as transparant (zero alpha). This can be useful if the user wants to composite the render over another image and does not want the background to be present. Keep Environment (keep_environment) This option is used in conjuction with the Alpha Channel setting. It allows the background to be rendered with zero alpha but is still visible in the final render. This allows even further flexiblity in com positing images. Alpha Shadows (alphashadows) If alpha maps are used in the scene, this setting controls whether the shadows will calculated from the mesh geometry or from the alpha map. Caustic Blur (caustic_blur) This is used to approximate caustics on rough surfaces and increase or decrease the sharpness of caustic noise. A zero value provides the sharpest caustics and increasing this value increases the bluring effect to make caustics appear softer.
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4.3 PMC
PMC is a custom mutating unbiased kernel written for GPUs. It allows for complex caustics and lighting to be resolved. Maximum Depth (maxdepth) The maximum number of times a ray can bounce/ reflect/refract in a sur face. Higher amounts mean also higher render time but more realistic results. For outdoor renders a good setting is around 4 maxdepth. For lighting interior with natural light (the sun and the sky) you will need higher settings such as 8 or higher. While high values are possible, in reality rays will not usually go beyond 16 ray depth. Russian Roulette Probability (rrprob) The RRprob is the probability of terminating the path randomly during raytracing. This value should be left as the default. A value of zero allows OctaneRender to determine the value. Ray Epsilon (rayepsilon) The ray epsilon is the distance to offset new rays so they don't intersect with the originating geometry. This value should be left as the default.
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Exploration Strength (exporation_strength) This specifies how long the kernel investigates good paths before it tries to find a new path. Low values can create a noisy image while larger values can create a splotchy image. Direct Light Importance (direct_light_importance) The direct light importance makes the kernel focus more on paths with indirect light. For example, imagine sunlight through a window that creates a bright spot on the floor. If the direct light importance is 1, the kernel would sample this area a lot, although it becomes clean very quickly. If the direct light importance is reduced, the kernel reduces its efforts to sample that area and focuses more on more tricky areas that are harded to render. Max Rejects (maxrejects) This can control the "bias" of the render. By reducing the value, the result will be more biased, but the render time will be shorter. Maximum Samples (maxsamples) This sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the render. Filter Size (filtersize) This sets the pixel size for filter for the render. This can improve aliasing artifacts in the render. If the filter is set too high, the image can become blurry. Alpha Shadows (alphashadows) If alpha maps are used in the scene, this setting controls whether the shadows will be calculated from the mesh geometry or from the alpha map.
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Alpha Channel (alphachannel) This option removes the background and renders it as transparant (zero alpha). This can be useful if the user wants to composite the render over another image and does not want the background to be present. Keep Environment (keep_environment) This option is used in conjuction with the Alpha Channel setting. It allows the background to be rendered with zero alpha but is still visible in the final render. This allows even further flexiblity in com positing images. Caustic Blur (caustic_blur) This is used to approximate caustics on rough surfaces and increase or decrease the sharpness of caustic noise. A zero value provides the sharpest caustics and increasing this value increases the bluring effect to make caustics appear softer.
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Maximum Samples (maxsamples) This sets the maximum number of samples per pixel before the rendering process stops. The higher the number of samples per pixel, the cleaner the render. There is no rule as to how many samples per pixel are required for a good render. Filter Size (filtersize) This sets the pixel size for filter for the render. This can improve aliasing artifacts in the render. If the filter is set too high, the image can become blurry. Maximum Z-Depth (z_depth_max) Gives the maximum z-depth that can be shown. Alpha Channel (alphachannel) This option removes the background and renders it as transparant (zero alpha). This can be useful if the user wants to composite the render over another image and does not want the background to be present. Ray Epsilon (rayepsilon) The ray epsilon is the distance to offset new rays so they don't intersect with the originating geometry. This value should be left as the default. Maximum UV value (uv_max) Gives the maximum value that can be shown for the texture coordinates.
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5. Adjusting Materials
Materials can be edited by either selecting the material in the Outliner (fig. 4.12) , selecting the mesh node and then finding the material in the Node Inspector (fig. 4.13), or by using the Material Picker and selecting the material in the Render Viewport (fig. 4.14) . Right-clicking on the viewport with the material picker invokes a context screen to select hidden materials. Users can also see the number of textures in the mesh by clicking on the render progress bar (fig. 4.15) .
fig. 4.14
fig. 4.13
fig. 4.16
There are five types of materials in OctaneRender currently. 1 2 3 4 5 Diffuse Used for dull, non-reflecting materials or mesh emitters GlossyUsed for shiny materials such as plastics or metals SpecularUsed for transparent materials such as glass and water Mix - Used to mix any two material types Portal - Used to designate openings in scenes to allow the render kernel to better sample light from those areas
Materials can be switched to different types by using the drop down box associated with the material (fig. 4.16) .
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5.2 Values
The Values available are: BoolA value that can be either true or false FloatA single value slider adjusts the value Float2Two value sliders adjusts the value (X,Y). The range of the values are dictated by the parameter it is controlling. Float3Three value sliders adjusts the value (X,Y,Z). The range of the values are dictated by the parameter it is controlling. Float3DaylightSystemUsed for setting all the properties of the Sun / Sky Environment.
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IntA single value slider that adjusts the value in whole integer steps Int2Two value sliders adjust the value of (X,Y) in whole integer steps Int2resolutionTwo parameters adjust the resolution of the render int2XY - Two value sliders adjust the value of (X,Y) in whole integers steps
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5.3.1 Colour Textures RGBspectrumThe texture is based on the RGB colour that is selected GaussianSpectrum The texture is based on a Gaussian distribution spectrum. The wavelength is used to set the center of the spectrum and the width is used to set how wide the curve is. The narrower the width, the more pure and saturated the colour. 5.3.2 Image Textures In order to properly utilize Image Textures, the mesh must be UV mapped prior to export from the Modelling software. FloatImage The image is interpreted as gray scale even if it is a full colour image, thus saving GPU ram. The Invert checkbox can be used to invert the image (useful for bump and opacity maps.) Image An image texture is used for the parameter (mesh must be UV mapped prior to export to properly use the Image type). The image is interpreted as being full colour even if it is a grey scale image, and therefore taking up more GPU memory. AlphaImage - An alpha image utilizes the images native Alpha Channel to provide transparency. This type will only accept PNG and TIF image types. When to use Floatimage versus Image Data Type?
There are some parameters where full colour data is not used (or useful). If a full colour image is loaded, it can take much more memory in the GPU than a grey scale image, even though the user only really wants the grey scale data. Since memory management is very critical for GPU rendering, the Floatimage type allows a user to load a full colour texture but it will be interpreted as a grey scale image and therefore use less video ram. If the full colour data is needed then use the Image data type (normal maps, diffuse maps)
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5.3.3 Texture Generators Texture Generators are used to create patterns that can be used alone or in combination with the Mapping and Colour textures to create memory-efficient, procedural textures. Procedural Textures can be used to create textures, bump maps and other advanced materials with minimal impact to GPU memory. It is therefore advantageous to explore creating materials using these textures before resorting to image based textures. The current types of generators include: Checks Marble Ridged Fractal Saw Wave Sine Wave Triangle Wave Turbulence
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Check (Checksmix) The Check procedural texture is useful for making stripes, checker board and grid patterns. It is controlled by a float3 value. It is most useful when mixed with other textures.
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Sine Wave, Saw Wave and Triangle Wave These textures can be used to create various banding effects.
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Turbulence The Turbulence texture can be used to create many different effects based on banded noise. This flexible texture can be used to create wood, marble, flesh, and many other useful textures.
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Mapping Texture Examples Clamp The Clamp Texture requires a texture input and then allows for the texture to be clamped with the minimum and maximum slider.
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Mix / Cosine Mix The Mix textures are used for mixing two textures together (either linearly or according to a cosine wave). In the example below, a Checks Mix was combined with a GaussianSpectrum using a Cosine Mix Texture and connected to the Diffuse channel of a Diffuse material.
fig. 4.26 - Combining a Checks Texture with a Gaussian Spectrum by using a Cosine Mix Texture which is set to a Diffuse Channel of a Diffuse Material
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Wood Example
fig. 4.28 - Using Turbulence, Mix, and RGB Spectrums to create a wood material
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5.3.4 Fall Off Texture Map The fall off map is a texture node typically used to control the blend of two materials depending on the viewing angle of the materials geometry.
Normal This is the value/lightness (0 to 1) of the map at straight on viewing angles. When used as an input to a mix material node, the normal is the spectral shade value between material 0 and material 1. Grazing This is the value/lightness (0 to 1) of the map at grazing angles. When used as an input to a mix material node, the grazing is the spectral shade value between material 0 and material 1. Falloff Index The relative amount of the two values (normal and grazing). 0.1 will lead to almost complete coverage by the grazing value regardless of viewing angle, where as 15 will lead to complete coverage by the normal value.
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The fall off map can also be used for other things, like the input to the opacity of glass. Falloff is useful for car shaders (at 90 degrees it should have the desired color and in less somewhat darker, but at the same time a bit more reflective), water shaders (tends to be more reflective to low angles of incidence), fabrics like velvet (tend to become almost white at low angles). It is also useful for some metals to simulate some coating effects.
By Karba
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Emission The Emission setting controls whether the material acts as a light source. Matte This is a bolean value to enable or disable a matte mask of a diffuse material. For applying absorption, SubSurface Scattering and emission on Diffuse Material, refer to Chapter 5 Section 5.9.
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Film Index (filmindex) This controls the Index of Refraction of the thin film. Opacity (opacity) Opacity sets the transparency of the material. Set the data type to alphaimage(if the image has an alpha channel) or floatimage(for black/white images) to load an image to set the transparency (use the Invert checkbox if necessary to adjust whether black or white regions are considered transparent. Normal Smoothing (smooth) Normal Smoothing is a Boolean value that sets whether to smooth the normals of all meshes sharing that material. When off, the materials can be faceted and polygonal. Index of Refraction (index) Index of refraction sets the fresnel effect applied on the glossy material. Setting a value smaller than 1.0 will disable the fresnel effect, so the glossy color will be the color in the glossy input pin, regardless of viewing angle. When selecting a value of 1.0 or bigger, the glossy reflection color will be modulated according to the fresnel law: at grazing angles the color will be the color set in the glossy input pin, at perpendicular angles it will be darker. Fresnel reflection produced becomes stronger as the index of refraction is set higher. If you have a measured index of refraction, set the glossy color to 1.0.
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In the following examples, the six balls have roughness 0, 0.2, 0.4, 0.6, 0.8, 1.0 (left to right) and only the specular value and index of refraction have been modified for each rendered image:
[Fig 5.5 A]
[Fig 5.5 B] specular = 0.3 index = 3.0 (very strong Fresnel reflection)
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Normal Smoothing (smooth) Normal Smoothing is a Boolean value that sets whether to smooth the normals of all meshes sharing that material. When off, the materials can be faceted and polygonal. Dispersion Coefficient (dispersion_coefficient_B) The dispersion in OctaneRender is based on Cauchy's equation which has two terms: A which is the index of refraction and B which is the dispersion coefficient. Increasing the value increases the amount of coloration and dispersion in the object and in caustics. Absorption or Scattering Medium (medium) Absorption Medium Absorption means that the material slightly absorbs light while passing through. The color resulting from this absorption is dependent on the distance light travels through the material. With increased distance it will get darker, and if the absorption is colored it will get more saturated. Scattering Medium Similar to the absorption medium but with the option to simulate subsuburface scattering. The scale parameter multiplies the absorption texture, allowing a wide range of values to be set more easily. For applying absorption, SubSurface Scattering and emission on Specular and Glossy Materials, refer to Chapter 5 Section 5.9.
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A scene with no portal over a small window lighting a room with glass sphere. The scene was rendered for 500 samples and is overall noisy.
The same scene with a plane over the window with a Portal material applied. Rendered at 500 samples, the image is cleaner.
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The reflection value needs to be set to a sufficiently low value, as only the part of the spectrum that is not reflected can enter the inside of the object. If the reflection is set to 1.0, all light gets re flected regardless of the transmission value. If set to 0.0, all light gets transmitted, but this gives an unnatural appearance. Values of 0.10.2 are a good starting point.
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Also, if the reflection is coloured, the transmitted light will have the complementary color (e.g. if the reflection is set to yellow, the transmitted light is blueish).
The transmission value works the same as in the previous releases, and is multiplied with the complement of the reflection spectrum. This should be set to a high value. If possible, use a diffuse transmitting material
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Subsurface scattering is controlled by the scatter texture (multiplied by the scale value), and the phase function. The scattering texture defines how fast light gets scattered when traveling through the medium, in a similar way to how absorption is defined. A very high value means light gets scattered very fast, a value of 0.0 means no scattering. The phase function controls in what direction light gets scattered. There is currently one kind of phase function defined, with one parameter, scattering_direction. If set to 0.0, it means light gets scattered the same amount in any direction. A setting larger than 0.0 means forward scattering, the larger the value, the more light is scattered in a similar direction as it was traveling. 1.0 means it doesn't change direction. A negative value means backscattering, so more light is scattered back to where it came from. The following setup uses a wavelength dependent scattering. Blue light is scattered more, so it has more tendency to scatter back out of the material before it gets absorbed. Yellow-red light is scattered less, so more of it goes straight through the material, giving shadowed areas the yellow color.
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Scattering inside a specular material will introduce a lot of noise. It will work best with smooth illumination. Finally emission is defined by attaching an emission node to the emission input pin. When connecting an emission node to a medium node, it defines emission inside the volume instead of at the sur face of the object. The power parameter gets a different meaning: it controls how fast the radiance along a ray increases while traveling through the volume, and not the total power. It is not multiplied with the scale parameter. This effect works best with large and not too bright objects, very small bright objects will create a lot of noise. The following image shows a normal mesh emitter (left) and a volume emission (right). The emitter in the right side has specular material with an index of refraction of 1.0 (making it invisible without the emission). The stepsize parameter allows lowering the average distance between points where Octane samples the absorption, scattering and emission textures. If these textures are not constant, lowering this
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parameter may improve the appearance of the material, but if set too low the ray tracing may terminate before the ray is traced back out of the material. The priority input is currently not used.
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6. Adjusting Lighting
OctaneRender currently supports Environment Maps / HDRI files, Sun / Sky environments and mesh emitters as lighting options. To apply / change the Environment Type either select the Mesh Preview Environment Node in the Outliner (fig. 4.32), select the Mesh Preview Environment Node in the Graph Editor (fig. 4.33) or select the Preview Environment (fig. 4.34) icon in the Node Inspector.
fig. 4.32
fig. 4.33
fig. 4.34
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6.1 Environment Maps / HDRI Environments Texture The Texture affects the color of the environment (fig. 4.35) . If it is left as a float, it can be scaled from white to black as a uniform color. HDRI maps must be rectangular and if it is set as an RGBspectrum, the environment can be set to any RGB color. To use an HDRI file as the environment, the Image data type must be selected from the 'texture' drop down menu. The user will then be prompted to load the image file.
Image Power Controls the power of the HDRI image lighting, increasing this value makes the scene brighter. Image Gamma Controls the Gamma of the HDRI file Image Scale Allows the user to adjust the scale of the HDRI file (this is mostly use ful for image textures and not HDRI files)
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Image Invert Inverts the HDRI Image (this is mostly useful for floatimage textures for bump or opacity maps) Power The power of the entire environment can be adjusted using the Power parameter Rotation If the environment is not in the correct rotation, it can be adjusted in real-time by using the Rotation parameter. Importance Sampling Enables quicker convergence (noise reduction) for HRDI images by applying importance to certain areas of the HDRI so as to sample rays that resolve to the important areas more often than unimportant areas. This means the ray tracing is more efficient as it is not wasting time on rays that do not contribute much to the overall image quality. Due to the added complexity this will reduce the Ms/sec of rendering, but each Ms will be more effective, therefore resulting in a higher image quality in less time. Importance sampling is enabled by default.
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6.2 Sun / Sky Environment To use the Sun / Sky Environment, change the Mesh Preview Environment to the Daylight setting.
Longitude / Latitude These parameters can be set to get realistic sun settings for the specified geographic location. Month / Day / GMT Offset / Hour These parameters can be used to accurately place the sun in the sky according to the date / time for the sun at the current longitude / latitude Interactive Map The map (fig. 4.38) can be used to interactively set the geographic location of the scene. This can allow the user to adjust the position of the sun by simply dragging the cross hairs around on the map.
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Turbidity The Turbidity can be used to adjust the sharpness of the sun lights shadows. A low value creates sharp shadows (like on a sunny day) and a higher value diffuses the shadows similarly to a cloudy day. Power The Power slider can be used to adjust the strength of the light. This can affect overall contrast and exposure level of the image. North Offset The North offset slider can be used to adjust the actual North direction of the scene. This is useful for Architecture Visualization to ensure the direction of the sun is accurate to the scene. Model This specifies which daylight model to be used as the current envi ronment. The old daylight model lights a scene with spectral radiance assuming that the sun is moving over the horizon at a constant distance from the object. The new daylight model is used to simulate full spectrum daylight with the sun hovering at a varying distance from the tangent plane providing more sky color variation as the sun moves along and then bears shorter rays as the sun moves closer to the normal plane.
fig. 4.38 - The Interactive Map can be used to set the location of the scene for accurate lighting
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6.3 Mesh Emitters Mesh Emitters allow an object to be used as a light source. This can be used with both Texture and Sun / Sky lighting systems. In order to use a mesh as a light source, it needs to be changed to a Diffuse material type. The Emission parameter has three different options: Null Emission - This sets the diffuse material as a standard diffuse material with no light emission. Blackbody The Blackbody Emission type uses Colour Temperature (in Kelvin) and Power to control the colour and intensity of the light. Texture Emission This allows any valid texture type to set the light intensity. This can be used to create neat effects such as TV screens by using an Image Texture as the source. Light source sampling rates - in earlier versions of OctaneRender light sources were sampled according to area. In some scenes this will lead to a poor balance between light sources. In a room with a big TV (which emits some light) and a couple of small bright spotlights, the TV would have been sampled most of the time, leading to a lot of noise in the light from the spotlights.
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Emission nodes have a new parameter, sampling_rate, to control how much weight is given to the emitter when picking an emitter to sample. This allows you to choose which light sources will receive more samples. In the above example you can increase the rate for the spotlights, so they get sampled adequately. Here are screenshots of the emission settings with the new control:
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The following settings are listed for the Blackbody emission settings, but many of the settings are shared with the Texture emission settings. The main difference is whether the colour comes from the Blackbody temperature or from the texture settings of the diffuse material. Temperature - The temperature (in K) of the light emission. Power - This is the wattage of the light source. Each light in the scene should be set to its real world wattage. For example, a desk lamp could be set to 25 watts, a ceiling lamp to 100 watts, and an LED light to 0.25 watts. This setting should not be used to balance the lighting power of the scene. Efficiency or Texture - This setting is used to set the efficiency of the light source. No light is 100% efficient at delivering the power at the specified wattage (a 100 watt light bulb does not actually deliver 100 watts of light.) The efficiency setting can be used to enter the realworld values. These values can be used to create very realistic light settings. For example, a standard 100 watt incandescent bulb would only be approximately 2.0% efficient where as a 25 watt compact fluorescent light will be 10% efficient. These will both produce around the same quantity of light in real life. Orientation - This setting is used to adjust the direction the light is pointed in the scene. This setting only affects lights using a nonuniform distribution (textures or IES files). Distribution - The distribution controls the pattern of the light. This can be set to a floattexture and an image or IES file can be loaded.
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A diffuse sphere with an image texture (a jpg of an Audi R8) used for the distribution of a blackbody emission spectrum
A diffuse sphere with an IES file used for the distribution of a blackbody emission spectrum
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6.4 Clay Rendering Modes There are also two different clay rendering modes that allow the scene to be viewed in a preview environment. The Clay Rendering modes assist in tuning the lights of the environments. The icons to enable either clay or colored clay mode are located on the Render Viewport toolbar (Fig 6.4) .
Fig. 6.4
Clay Rendering Mode Renders the scene with only one material (diffuse white) for all objects.
Colored Clay Rendering Mode Renders the scene with only the diffuse colors of the materials for all objects.
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6.5 Using Portals Portals are a technique to help the render kernel find important light sources. In interior renderings with windows, it is difficult for the path tracer to find light from the outside environment and optimally render the scene. Portals are planes that are added to the scene in the host modeling program that are used by OctaneRender to more efficiently render the scene. In the image to the right, a room is being prepared with a small, single window. This would be a difficult scene to light with a sun/sky or HDRI file with no lighting on the interior of the room. A single plane was placed over the window (orange) with the normal for the plane facing into the room (blue line).
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Portal Usage Notes: When using Portals, all opening must be covered with a portal. It will not work if only one window has a portal over it when all other windows do not have a portal over them. The normals on the Portal object MUST be pointed into the scene or the render kernel will not use it properly. Currently, portals cannot be placed in openings which are not open, eg a window with a portal cannot contain glass at this time. In some complex scenes and situations, portals might slow down the render, so a bit of experimentation with/without should be done. Portals only apply to pathtracing type kernels, eg pathtracing and PMC. (not directlighting/ambient occlusion) It is best to try to use the least amount of geometry for portals, eg only a few simple rectangular planes are best, the more geometry your portals contain, the slower the engine might become. Sometimes it is better to place one large portal over many small windows due to the above. It's ok to make a portal larger than the opening, just make sure it closes/covers all opening(s). A portal which is unnecessarily large will end up slowing down the efficiency, as some of the rays through the covered parts of the portal will not go outside the space. Portals, when defined with the portal material, will not show up in your render, eg this will be invisible geometry.
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Target This is the target position where the camera is pointed in the scene.
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Up This is the up direction of the camera in the scene. By default this is in the Y-direction (0,1,0). Stereo This enables whether anaglyphic stereo rendering is active. When active, the render will be able to be viewed with Red / Blue 3D glasses LeftFilter / RightFilter The left and right filter colors are used to adjust the colors used to create the anaglyphic stereo affect in the render. Lens Shift This is useful for architectural rendering, when you want to render images of tall buildings/structures from a similar height as the human eye, but keeping the vertical lines parallel Near Clip Depth The main purpose was for interior scenes where you want to get a good shot of the whole room but you cannot do so without a very large FOV, because you need to keep the camera inside the room. With camera clipping (near plane), you can position the camera outside the room - lower the FOV and increase the clipping plane distance in front of you until the closest walls are clipped out. The geometry is not altered, only the clipping of the camera, which means that shadows, reflections and refractions are still affected by the clipped geometry Orthographic This enables or disables Orthographic Camera mode. When active, all same-length parallel edges display as the same length regardless of the perspective that should result from the object's orientation. Scale This sets the viewing width, in meters, when in orthographic camera mode. The scale is linked to the FOV parameter.
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ISO This controls the ISO setting as in real photography. The higher the ISO setting, the noisier the final picture. Gamma This adjusts the gamma of the render and controls the overall brightness of an image. Images which are not properly corrected can look either bleached out, or too dark. Varying the amount of gamma correction changes not only the brightness, but also the ratios of red to green to blue.
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Response The use of measured camera response curves can be selected. Please see Appendix 2 for examples of all the settings. Vignetting Adjusting this parameter increases the amount of darkening in the corners of the render. Used sparingly, it can greatly increase the realism of the render. Saturation Adjusts the amount of color saturation of the render Hot Pixel Removal The Hot Pixel Removal slider is used to remove the bright pixels (fireflies) during the rendering process. While many of the pixels can dissappear if the render is allowed to progress, the Hot Pixel Removal feature allows the bright pixels to be removed at a much lower Sample per Pixel. Pre-multiplied Alpha Checking the Pre-multiplied Alpha button multiplies any transparency value of the output pixel by the pixels color. Min Display Samples This is minimum amount of samples that is calculated before the image is displayed. This feature can significantly reduce the noise when navigating and is useful for real-time walkthroughs. When using multiple GPUs, it's recommended to set this value as a multiple of the number of available GPUs for rendering, e.g. if you're rendering with 4 GPUs, set this value at 4 or 8. Dithering Adds random noise which removes banding in very clean images.
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Saturate To White When the sun is too bright, it can create multicolored reflections. Increas ing this value will change the colours to white. This is also applicable to all sources of light. Fully saturated parts of the render can be pushed towards pure white with this option. This helps avoid large patches of fully saturated colours caused by over-bright light sources such as very bright coloured emitters or reflected sunlight off coloured surfaces. White Balance White Balance is used to adjust the temperature in the image resulting from the tints produced by different light sources. This allows you to acheive the most accurate colors possible. White Balance is on by default.
By Icelaglace
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On/Off (on_off) This is a boolean value used to enable or disable post-processing effects on the resulting render. Post-processing is disabled by default. Bloom Power Controls the size of the glow originating from an emitter, the size of the halo of light orginating from the sun and/or concentrated light on reflec tive glossy materials to add a bloom effect to the rendered image. Glare Power Controls the size of the visible rays originating from an emitter, the size of the glare orginating from reflective glossy materials at a point where concentration of light is at the higest to add a glare effect to the rendered image. Glare Ray Amount Controls the number of visible rays radiated or reflected.
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Glare Angle This is used to adjust the direction of the glare relative to the object. A glare angle of -90 and 90 results to one main horizontal glare, and a glare angle of 0 results to one main vertical glare. Glare Blur Controls the sharpness of the glare. Smaller values will result to a crisp linear glare and this is softened as the value is adjusted and set higher.
Fig. 9.2
Bloom Power: 0.0010 Glare Power: 0.0010 Glare Ray Amount: 1 Glare Angle: -90 Glare Blur: 0.0010
Fig. 9.3
Bloom Power: 50 Glare Power: 0.0010 Glare Ray Amount: 1 Glare Angle: -90 Glare Blur: 0.0010
Fig. 9.4
Bloom Power: 50 Glare Power: 20 Glare Ray Amount: 1 Glare Angle: -90 Glare Blur: 0.0010
Fig. 9.5
Bloom Power: 50 Glare Power: 20 Glare Ray Amount: 2 Glare Angle: -90 Glare Blur: 0.0010
Fig. 9.6
Bloom Power: 50 Glare Power: 20 Glare Ray Amount: 2 Glare Angle: -50 Glare Blur: 0.0010
Fig. 9.7
Bloom Power: 50 Glare Power: 20 Glare Ray Amount: 2 Glare Angle: -50 Glare Blur: 0.0900
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(Bloom effect)
(Sun glare)
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1) Add a material Macro Node Right click on the Graph Editor and select Material -> Material Macro
(fig. 4.42)
2) Build the Material Double click the Material Macro Node to open up the new tab labeled "Material Macro" (fig. 4.43) . Click on the new Tab to see "inside" the macro. This is where the actual material is created. Add a Material (in this example a Glossy material). Connect the output of the Glossy Material to the Material Macro (Out) node. Add any other textures to the material until it is complete (fig. 4.44).
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Input Nodes can also be added to the macro. In (fig. 4.45) , the RGB Spectrum Texture has been replaced with a Texture Input Pin. This will allow a user to attach the texture of their choice to the Material Macro and it will be processed however the Macro is defined. The macro in essence then acts as a "Black Box."
Renaming the Nodes Nodes in the Graph Editor pane can be renamed by renaming their counterparts in the Node Inspector pane.
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3) Save the Node When the macro is completed, it can be saved for later use. Right click on the Macro Node and choose Save Node. The Store Node dialog box appears (fig. 4.47) . Enter all the information related to the material. The location drop down allows the user to either store the macro locally or the to the Octane Live Database. Click OK to store the macro for later use.
IMPORTANT: All types of nodes, and groups of them can be saved to the harddisk, including the connections between them. The LiveDB accepts only macro nodes.
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To save your scene, click on Save As from the File menu (fig. 5.1) To reload a scene, click on Open and select the file to open. You can also drag and drop the OCS file from the folder window directly to the OctaneRender graphic user interface.
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fig. 5.2 - Reloading images can be done by clicking the small icon shown here
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Chapter 6
Geometry
OTOY - OctaneRender SE User Manual
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1. Using Instances
OctaneRender allows the user to create individually customizable instances of an object node without the need for voxelizing each representation of the object node. The simplest object node is a single mesh loaded from an OBJ file. Each instance of the base object node, whether if it is a mesh or a more complex set of nodes, will present the same materials and textures applied on its base object node. The relative position, rotation and scale of each instance, can then be altered by specifying parameters using a placement node. A placement node creates the transformed instance of its input and the transform is specified through the following parameters: a transform, rotation, or scale node, all of which can be manipulated interactively. The placement node has only one transform input and one geometry input, and this one transform is given as a transform node (translation, rotation, scale). Instances represented by the placement nodes are grouped together as inputs of a geometry group node, which allows the user to preview all instances of the mesh together. Users can further create instances of a geometry group node.
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Fig. 6.1.2a
Fig. 6.1.1a
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3) Copy the placement node a few times in order to duplicate the object. 4) To preview all the instances together, connect them to a geometry group node that acts as a placeholder node of all the instances (placement nodes) within that group (fig. 6.1.3a). Add Node -> Objects -> Geometry Group By default, a geometry group node has two inputs, and this number of inputs can be increased or decreased. The Add Input button adds a new geometry input to the end. The Remove Input button removes the last geometry input.
Fig. 6.1.4a
Fig. 6.1.4b
Users can further manipulate the placement of each instance by adjusting the parameters of each respective placement node.Selecting the geometry group node will allow users to see the group of instances for that group.
Fig. 6.1.3a
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The are many possibilities of using these object nodes to implement instancing. For example, users can create instances of the same geometery group by selecting an entire group of nodes including its dependent placement nodes and copy-pasting them into the graph editor. The geometry groups or its placement nodes can be connected and nested further as inputs of a new geometry group. Selecting the new geometry group node will allow users to preview all instances within the collection of nodes.
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2. Scatter
The Scatter Node
The scatter node creates multiple instances of its input. The number of transformed instances is virtually unlimited and are represented as a list of transforms. The transforms are given as groups of 12 numbers, which are the first three rows of the transformation matrix. The fourth row is assumed to be [0 0 0 1]. This gives exporters a practical way to create lots of instances. You can visualize and transfrom individual instances by clicking on the "Enable/disable viewing mesh nodes when selected" icon. Users will need an exporter that can export these positions from the 3D-application into a file that can be loaded to the scatter node. Once exported, Mesh files and CSV files can be loaded into the scatter node. The coordinates in a scatter node are given as the first three rows of the transformation matrices (the fourth is always [0, 0, 0, 1]).
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For example the matrix for a 30 rotation around the Z axis looks like this: [.87, .50, 0, 0] [.50, .87, 0, 0] [ 0, 0, 1, 0] [ 0, 0, 0, 1] The scatter node will contain these 12 values: .87 .50 0 0 .50 .87 0 0 0 0 1 0 For a translation: [1, 0, 0, tx] [0, 1, 0, ty] [0, 0, 1, tz] [0, 0, 0, 1] The scatter node will contain these 12 values: 1 0 0 tx 0 1 0 ty 0 0 1 tz These values have to be exported from modeling applications and then loaded unto a scatter node.
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3. The Material Map Node The Material Map Node takes one geometry input and creates unfilled input pins equal to the number of materials applied on the original geometry. It retains the names of the materials used on the original geometry it is connected to and allows the user to connect new materials on each of its material input pins. Using a Material Map Node allows the user to retain all the original elements of the mesh or geometry by making the material mapping changes only on the material map node. The material map node can further be used as the input for a placement node, a scatter node, or a geometry group node.
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USAGE : octane [-m <string>] [-r <filename>] [-l<filename>] [-n<filename>] [--imager-exposure <float>] [--daylight-sundir-z <float>] [--daylight-sundir-y <float>] [--daylightsundir-x <float>] [--cam-aperture <float>] [--cam-focaldepth <float>] [--cam-fov <float>] [--cam-motion-up-z <float>] --cam-motion-up-y <float>] [--cam-motion-up-x <float>] [--cam-motion-target-z <float>] [--cam-motion-target-y <float>] [--cam-motion-target-x <float>] [--cam-motion-pos-z <float>] [--cam-motion-pos-y <float>] [--cam-motion-pos-x <float>] [--cam-up-z <float>] [--cam-up-y <float>] [--cam-up-x <float>] [--cam-target-z <float>] [--cam-target-y <float>] [--cam-target-x <float>] [--cam-pos-z <float>] [--cam-pos-y <float>] [--cam-pos-x <float>] [-q] [-g <int>] ... [-s <int>] [-o <filename>] [--film-height <int>] [--film-width <int>] [-e] [--] [--version] [-h] <filename> WHERE : -t <node name>, --target-node <node name> Name of the render target node to render -m <string>, --mesh-node <string> Name of meshnode to render -r <filename>, --relink-meshnode <filename> Name of OBJ mesh file to relink rendered meshnoded with -l <filename>, --link-meshnode <filename> Name of OBJ mesh file to link after startup -n <filename>, --new <filename> Create a new OCS project file from given command line arguments
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--imager-exposure <float> Imager Exposure Amount --daylight-sundir-z <float> Daylight Sun Direction Vector Z Component --daylight-sundir-y <float> Daylight Sun Direction Vector Y Component --daylight-sundir-x <float> Daylight Sun Direction Vector X Component --cam-aperture <float> Camera Aperture Radius --cam-focaldepth <float> Camera Focal Depth --cam-fov <float> Camera FOV (degrees) --cam-motion-up-z <float> Camera Up Motion 2nd Vector Z Component --cam-motion-up-y <float> Camera Up Motion 2nd Vector Y Component --cam-motion-up-x <float> Camera Up Motion 2nd Vector X Component --cam-motion-target-z <float> Camera Target Motion 2nd Position Z Component --cam-motion-target-y <float> Camera Target Motion 2nd Position Y Component --cam-motion-target-x <float> Camera Target Motion 2nd Position X Component --cam-motion-pos-z <float> Camera Motion 2nd Position Z Component --cam-motion-pos-y <float> Camera Motion 2nd Position Y Component --cam-motion-pos-x <float> Camera Motion 2nd Position X Component --cam-up-z <float> Camera Up Vector Z Component
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--cam-up-y <float> Camera Up Vector Y Component --cam-up-x <float> Camera Up Vector X Component --cam-target-z <float> Camera Target Position Z Component --cam-target-y <float> Camera Target Position Y Component --cam-target-x <float> Camera Target Position X Component --cam-pos-z <float> Camera Position Z Component --cam-pos-y <float> Camera Position Y Component --cam-pos-x <float> Camera Position X Component -q, --quiet Start Application without splash and minimized window -g <int>, --gpu <int> (accepted multiple times) add GPU device to use for rendering (0 = first) -s <int>, --samples <int> Maximum number of samples per pixel (maxsamples) -o <filename>, --output-png <filename> Output PNG imagefile when maxsamples is reached --film-height <int> Film height --film-width <int> Film width -e, --exit Close the application when rendering is done --, --ignore_rest Ignores the rest of the labeled arguments following this flag. --version Displays version information and exits.
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-h, --help Displays usage information and exits. <filename> .OCS Project scene file For example, to open a file (C:\Temp\OctaneTest.ocs), relink the geometry (C:\Temp\NewGeometry.obj), select the meshnode (OctaneTest.obj) and render the frame for 1000 samples per pixel, save the render and exit: octane e r C:\Temp\NewGeometry.obj m OctaneTest.obj s 1000 o C:\temp\test.png C:\Temp\OctaneTest.ocs Other examples: $ octane "OctaneBenchmark/octane_benchmark for 1022 beta 2.2rc. ocs" $ octane "some test scene.ocs"
Why are there two sets of Camera Parameters? The second camera control (-- cam-motion) is used to specify the camera position in the next frame. OctaneRender will then use the current position and the next frame position to calculate motion blur between the two camera positions.
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4. Adjust the settings as required to get the desired motion, length and quality.
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5. Set the Image Output by clicking on the Set button. Select a folder where the resulting images will be stored and type a file prefix. All the images in the animation will then be stored in that directory with a number sequence after the entered file prefix. 6. Click the Render Button to create the image sequence.
How do I create an animation from the Image sequence? To convert the images into an animation requires the use of a second program. Both Virtualdub and Blender can be used to complete this task.
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7) Set the Image Output by clicking on the Set button. Select a folder where the resulting images will be stored and type a file prefix. All the images in the animation will then be stored in that directory with a number sequence after the entered file prefix. 8) Click on the Render button to generate the image sequence.
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Note: If both Normal Maps and Bump maps are used on the same material, the Normal Map will take a higher priority and be used and the Bump Map will be ignored. In OctaneRender, the normal map is interpreted in tangent space. The X-axis is the tangent vector in the dP/dU direction, the Y-axis is the other tangent vector and the Z-axis is the normal direction.
My Normal Maps from Z-Brush don t export properly. What can I do? To get Z-Brush normal maps to work in OctaneRender, you must enable the Flip G button under the Normal Map settings and the Flip V on the File Export
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