[Feature Request] OpenEXR 2.0 Support

Forums: [Feature Request] OpenEXR 2.0 Support
Generic forum to discuss Octane Render, post ideas and suggest improvements.
Forum rules
Please add your OS and Hardware Configuration in your signature, it makes it easier for us to help you analyze problems. Example: Win 7 64 | Geforce GTX680 | i7 3770 | 16GB

[Feature Request] OpenEXR 2.0 Support

Postby MOSFET » Sat Jan 26, 2013 10:56 pm

MOSFET Sat Jan 26, 2013 10:56 pm
Hey guys,

Would it be possible to add support for OpenEXR 2.0 in Octane 1.X to get quick access to the new Deep Data features?

https://github.com/openexr/openexr

What is Deep Data and how can it be used with Octane? Deep Data is a new addition to the OpenEXR format which allows you to store multiple depth samples on a per-pixel basis. It is akin to ZDepth but on steroids and without many of the drawbacks (Edge Artifacts). In the example image below you could accurately comp a beauty pass done in Octane with a complex volumetric pass rendered in another renderer (such as 3Delight, Mantra and Vray). The Deep Data stored in the Octane pass would then allow you to punch out a 'hold out' pass in the volumetric pass. That volumetric pass can then further be relighted in Nuke to match the Octane plate.

The following applications have added or will soon add OpenEXR 2.0 Beta support: RMS, Nuke v7, Houdini, and Vray.

Imagine a Maya or Max user being able to reliably use a FumeFX or Krakatoa pass with their animation rendered in Octane!

Thanks!
MOSFET
Attachments
DeepDataA.jpg
Deep Data example in OpenEXR 2.0
Last edited by MOSFET on Fri Mar 15, 2013 12:14 am, edited 2 times in total.
MOSFET
Licensed Customer
Licensed Customer
 
Posts: 84
Joined: Thu Jun 03, 2010 1:30 am

Re: [Feature Request] OpenEXR 2.0 Beta Support

Postby mainframefx » Mon Jan 28, 2013 11:18 pm

mainframefx Mon Jan 28, 2013 11:18 pm
+1 this sounds extremly usefull
i7-3930K@4,8GHz | 64GB RAM | 2x GTX 560 Ti 448 | Windows 7 x64 SP1
i7-3930K@4,2GHz | 32GB RAM | 1x GTX 560 Ti 448 | Windows 7 x64 SP1
i7-2600K@4,4GHz | 16GB RAM | 1x GTX 560 Ti 448| 1x Quadro 2000D | Windows 7 x64 SP1
User avatar
mainframefx
Licensed Customer
Licensed Customer
 
Posts: 127
Joined: Fri Feb 03, 2012 1:52 pm

Re: [Feature Request] OpenEXR 2.0 Beta Support

Postby mdharrington » Tue Jan 29, 2013 12:24 am

mdharrington Tue Jan 29, 2013 12:24 am
+1

since we cant expect octane to integrate all features of other apps (volumetrics ect) it would be nice to have a bulletproof way of compositing them together.

Right now this would apply to transparency, DOF blurred edges, volumetrics and motion blurred edges...when that comes...

Although I think Nuke and Houdini are the only apps that can comp in this way....Fusion makes use of the WPP but does not have this deep pixel (opacity sampling along zdepth) capability....yet.
Intel i7 980, 24gig DDR3, 2x GTX 470, 1x GTX 590
mdharrington
Licensed Customer
Licensed Customer
 
Posts: 249
Joined: Fri Dec 09, 2011 11:08 pm

Re: [Feature Request] OpenEXR 2.0 Beta Support

Postby MOSFET » Fri Mar 15, 2013 12:12 am

MOSFET Fri Mar 15, 2013 12:12 am
Hey guys,

The release of OpenEXR 2.0 will occur within the next two weeks:

http://lists.gnu.org/archive/html/opene ... 00011.html

The devs behind Exocortex Fury (GPU based particle renderer) also have plans to support OpenEXR 2.0:

http://exocortex.com/plugins/fury2

In related news, Houdini 12.5 was just released. It has supported the DTEX file format for a while and will surely add OpenEXR 2.0 in one of their regular updates:

http://www.sidefx.com/index.php?option= ... &Itemid=66

-M
MOSFET
Licensed Customer
Licensed Customer
 
Posts: 84
Joined: Thu Jun 03, 2010 1:30 am

Re: [Feature Request] OpenEXR 2.0 Support

Postby MOSFET » Wed Apr 10, 2013 12:00 am

MOSFET Wed Apr 10, 2013 12:00 am
OpenEXR 2.0 is here!

http://www.openexr.com/downloads.html

https://github.com/openexr/openexr

April 9, 2013 - Industrial Light & Magic (ILM) and Weta Digital announce the release of OpenEXR 2.0, the major version update of the open source high dynamic range file format first introduced by ILM and maintained and expanded by a number of key industry leaders including Weta Digital, Pixar Animation Studios, Autodesk and others.

The release includes a number of new features that align with the major version number increase. Amongst the major improvements are:

    Deep Data support - Pixels can now store a variable-length list of samples. The main rationale behind deep images is to enable the storage of multiple values at different depths for each pixel. OpenEXR 2.0 supports both hard-surface and volumetric representations for Deep Compositing workflows.

    • Multi-part Image Files - With OpenEXR 2.0, files can now contain a number of separate, but related, data parts in one file. Access to any part is independent of the others, pixels from parts that are not required in the current operation don't need to be accessed, resulting in quicker read times when accessing only a subset of channels. The multipart interface also incorporates support for Stereo images where views are stored in separate parts. This makes stereo OpenEXR 2.0 files significantly faster to work with than the previous multiview support in OpenEXR.

    • Optimized pixel reading - decoding RGB(A) scanline images has been accelerated on SSE processors providing a significant speedup when reading both old and new format images, including multipart and multiview files.

    • Namespacing - The library introduces versioned namespaces to avoid conflicts between packages compiled with different versions of the library.
MOSFET
Licensed Customer
Licensed Customer
 
Posts: 84
Joined: Thu Jun 03, 2010 1:30 am

Return to General Discussion


Who is online

Users browsing this forum: No registered users and 24 guests

Fri Apr 26, 2024 3:26 pm [ UTC ]