I agree with DartFrog that we can expect it soon.
Having unique baking ID groups assigned automatically is already a good start.
Indeed having a procedure to iterate through multiple meshes should be the next step.
Talking of full-light baking, a great feature would be to have a postfix-based bake ...
Search found 5 matches
- Fri Oct 20, 2017 6:49 pm
- Forum: Octane for Unity
- Topic: Requesting more info
- Replies: 3
- Views: 2588
- Thu Oct 19, 2017 10:36 am
- Forum: Octane for Unity
- Topic: subdiv scheme for displacement
- Replies: 0
- Views: 1229
subdiv scheme for displacement
Hello,
I'm doing some displacement work and i was wondering how to deal with Subdiv properties, can I attach a Catmull-Clark scheme on a given mesh? I see that Octane's Displacement node doesn't feature any Subdiv options, is Octane handling the the subdivision scheme under the hood? Maybe ...
I'm doing some displacement work and i was wondering how to deal with Subdiv properties, can I attach a Catmull-Clark scheme on a given mesh? I see that Octane's Displacement node doesn't feature any Subdiv options, is Octane handling the the subdivision scheme under the hood? Maybe ...
- Fri Oct 13, 2017 9:39 am
- Forum: OctaneVR Questions & Discussion
- Topic: render samples types/breakdown
- Replies: 3
- Views: 2393
Re: render samples types/breakdown
After some more digging around, I found the answer:
No, Octane doesn't offer control over separate types of samples.
Presumably, a decision was made to prioritize ease of use vs control, relying on MIS and adaptive sampling to optimize potential waste of rays.
No, Octane doesn't offer control over separate types of samples.
Presumably, a decision was made to prioritize ease of use vs control, relying on MIS and adaptive sampling to optimize potential waste of rays.
- Wed Oct 11, 2017 2:47 pm
- Forum: OctaneVR Questions & Discussion
- Topic: render samples types/breakdown
- Replies: 3
- Views: 2393
Re: render samples types/breakdown
Hi bepeg4d and thank you for the link,
Unfortunately this is just a path tracing 101, let me rephrase my question, maybe it wasn't put down properly.
Is it possible to control or see the number of samples being used per-pixel for each different type/cetegory of ray being solved (diffuse, spec ...
Unfortunately this is just a path tracing 101, let me rephrase my question, maybe it wasn't put down properly.
Is it possible to control or see the number of samples being used per-pixel for each different type/cetegory of ray being solved (diffuse, spec ...
- Tue Oct 10, 2017 3:41 pm
- Forum: OctaneVR Questions & Discussion
- Topic: render samples types/breakdown
- Replies: 3
- Views: 2393
render samples types/breakdown
Hello everybody,
I'm new to Octane, still familiarizing with it, and I was wondering: in the documentation I've been checking so far the concept of samples per pixel seems a bit of a black box, meaning I couldn't find any actual breakdown of how Octane builds up to a value of, let's say, 500 spp ...
I'm new to Octane, still familiarizing with it, and I was wondering: in the documentation I've been checking so far the concept of samples per pixel seems a bit of a black box, meaning I couldn't find any actual breakdown of how Octane builds up to a value of, let's say, 500 spp ...