OctaneRender™ Standalone 2.22.2

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Rikk The Gaijin
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Location: Japan

oguzbir wrote: The reason is similar why we have clay rendering node in the first place.
That way we can produce our custom passes Which will create great flexiblity in renders.
Maybe a bad example but...
Imagine a heavy scene with lots of different materials and 1000's of objects
- rendering all scene objects with same reflection roughness
- or rendering a clay-like render with custom colors maybe with some reflectivity..
Main idea behind this is doing that as an override will enable to have all objects' materials intact in a large scene.

This might be somehow easy to do in standalone but in 3dsmax it's a pain really.
You have to save where your materials are store and have different versions for same file with one material assigned to all objects.
please add this feature..
I used to use this with vray all the time.

Thanks,
+1, I also would like this feature.
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abstrax
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Location: Auckland, New Zealand

itsallgoode9 wrote:
manalokos wrote:There are no unreflective surfaces, a specular material without reflection is not realist.
good to be able to have the option if needed though ;) for real though, the purpose of this feature was to be able to lower the reflectivity of specular material, which are very low at normal angles. water, for example is around 2% at normal, which if you set Octane to do this, it would SEVERELY darken the glass material.
Ok, I have been fiddling around with the specular material trying to improve things. Turns out, that the Fresnel reflection that is being calculated is too bright. It is like all light is polarized perpendicular to the reflection plane (in reality it's usually a mix). I fixed that and also tried to improve the internal reflections. Tell me what you think (the left glass is rendered with 2.21.1, the center glass with 2.22 and the right glass with the (hopefully) improved specular material):

Reflectivity = 100% (transmission is always 100%):
glass_100%.png
Reflectivity = 80%:
glass_80%.png
Reflectivity = 50%:
glass_50%.png
Reflectivity = 20%:
glass_20%.png
Reflectivity = 0%:
glass_0%.png
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Rikk The Gaijin
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Location: Japan

The one on the right looks nice, if you ask me.
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Elvissuperstar007
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win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
caffe3
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Elvissuperstar007 wrote:http://c2n.me/3eUiCr6.jpg ID layers bug
Isn't that how it's ALWAYS been ( all render engines) with object buffers/ids/mattes? Meaning, bad edges.
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bicket
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abstrax wrote:
itsallgoode9 wrote:
manalokos wrote:There are no unreflective surfaces, a specular material without reflection is not realist.
good to be able to have the option if needed though ;) for real though, the purpose of this feature was to be able to lower the reflectivity of specular material, which are very low at normal angles. water, for example is around 2% at normal, which if you set Octane to do this, it would SEVERELY darken the glass material.
Ok, I have been fiddling around with the specular material trying to improve things. Turns out, that the Fresnel reflection that is being calculated is too bright. It is like all light is polarized perpendicular to the reflection plane (in reality it's usually a mix). I fixed that and also tried to improve the internal reflections. Tell me what you think (the left glass is rendered with 2.21.1, the center glass with 2.22 and the right glass with the (hopefully) improved specular material):

Reflectivity = 100% (transmission is always 100%):
glass_100%.png
Reflectivity = 80%:
glass_80%.png
Reflectivity = 50%:
glass_50%.png
Reflectivity = 20%:
glass_20%.png
Reflectivity = 0%:
glass_0%.png
The right one for sure !!
PortFolio
4 x TITAN - Win 7 64 - Octane Rocks
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

Elvissuperstar007 wrote:http://c2n.me/3eUiCr6.jpg ID layers bug
Depending on the file format and Photoshop and the import plugin, the alpha channel needs to be pre-multiplied. You will find the corresponding option in the imager settings.

To simplify things, we are developing the Photoshop workflow plugin for version 3, so you don't have to think about these things anymore in the future.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Elvissuperstar007
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Attachments
no aperture.rar
(1.37 MiB) Downloaded 223 times
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
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abstrax
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Location: Auckland, New Zealand

Elvissuperstar007 wrote:http://c2n.me/3eURDGi.jpg
no aperture
If you use the camera of the Alembic file, you have to export the aperture into the Alembic file. In the imager you won't the aperture, that's for sure.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Elvissuperstar007
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Posts: 2506
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Location: Ukraine/Russia
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win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
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