Octane 2.3 final will not have MLT.

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Re: Octane 2.3 final will not have MLT.

Postby Diogo Moita » Fri Sep 10, 2010 2:05 pm

Diogo Moita Fri Sep 10, 2010 2:05 pm
Thanks Radiance for keeping us updated!
Will the RLT be able to calculate correct shadows generated by objects with opacity maps? Since caustics demand too much time to calculate, isn´t be interesting to have a button to disable it?
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Re: Octane 2.3 final will not have MLT.

Postby radiance » Fri Sep 10, 2010 2:59 pm

radiance Fri Sep 10, 2010 2:59 pm
pixie -> you need to use a scene like an interior with glossy, diffuse and specular materials, to see the difference.
a simple diffuse only object won't show the difference much.

rgigante -> no, SPPM is biased, it cannot render spectrally as it stored photons, and is not implementable fully on the GPU, only ina hybrid way, where you have the CPU working along, and you suffer from the PCI-e speed and lag bottleneck, so it's really not that good an algorithm.

andrian -> no, it's meant for rendering finals. you will be able to navigate, but it won't be a smooth experience

diogo moita -> yes ;)

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Re: Octane 2.3 final will not have MLT.

Postby Elvissuperstar007 » Fri Sep 10, 2010 3:39 pm

Elvissuperstar007 Fri Sep 10, 2010 3:39 pm
Will there once a button in the sun ...... volumetric light?

animation volumetric light and animation light
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Re: Octane 2.3 final will not have MLT.

Postby pixie » Fri Sep 10, 2010 3:42 pm

pixie Fri Sep 10, 2010 3:42 pm
radiance wrote:pixie -> you need to use a scene like an interior with glossy, diffuse and specular materials, to see the difference.
a simple diffuse only object won't show the difference much.

Well it's not like it's a diffuse material either. I was under the impression that under direct light conditions MLT was to be many times slower, in interiors I know that MLT excels PT by a great margin, and we aren't talking on fireflies. I've set a scene where PT could or should easily excel and yet didn't, if I was to put specular, glossy materials MLT would actually trounce PT.
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Re: Octane 2.3 final will not have MLT.

Postby Synthercat » Fri Sep 10, 2010 4:23 pm

Synthercat Fri Sep 10, 2010 4:23 pm
You almost gave me a heart attack there Radiance! (Just kidding) :lol:

Reading your post I could almost here Patrick Stewards voice go "...to boldly go where no renderer has gone before!"

To tell you the truth after the first 2-3 days of using Octane I thought to myself "damn!?! I don't think I can commercially use this renderer yet but I am happy to practice with it till it becomes more... complete"

But then I remembered that you guys (I bet no girls work for refractive) did make clear that THIS IS A BETA STAGE. So I can't and won't blame (as long as I see a complete version even in 2 years from today)

I am really excited to be part of something that innovative and new.

I have thanked you in 2-3 other forums and I am privileged to thank you again here "face to face"

to make a long story short... you got my FULL support Radiance.

PS. I wish my C++ knowledge was better that the infant level that they are
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Re: Octane 2.3 final will not have MLT.

Postby radiance » Fri Sep 10, 2010 7:05 pm

radiance Fri Sep 10, 2010 7:05 pm
pixie wrote:
radiance wrote:pixie -> you need to use a scene like an interior with glossy, diffuse and specular materials, to see the difference.
a simple diffuse only object won't show the difference much.

Well it's not like it's a diffuse material either. I was under the impression that under direct light conditions MLT was to be many times slower, in interiors I know that MLT excels PT by a great margin, and we aren't talking on fireflies. I've set a scene where PT could or should easily excel and yet didn't, if I was to put specular, glossy materials MLT would actually trounce PT.



Just take a glossy suzanne on a plane, with a sunsky shining brightly on it, and the sunlight is covering 1/3rd of your suzanne.
compare PT against MLT and you'll see the difference.

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Re: Octane 2.3 final will not have MLT.

Postby radiance » Fri Sep 10, 2010 7:06 pm

radiance Fri Sep 10, 2010 7:06 pm
Elvissuperstar007 wrote:Will there once a button in the sun ...... volumetric light?

animation volumetric light and animation light


Hi, volumetrics require the engine to be completed first, so they will be added in octane 2.0

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Re: Octane 2.3 final will not have MLT.

Postby pixie » Fri Sep 10, 2010 7:31 pm

pixie Fri Sep 10, 2010 7:31 pm
radiance wrote:Just take a glossy suzanne on a plane, with a sunsky shining brightly on it, and the sunlight is covering 1/3rd of your suzanne.
compare PT against MLT and you'll see the difference.

Radiance


Will this give advantage to PT? An infinite light and indirect ligth?
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Re: Octane 2.3 final will not have MLT.

Postby radiance » Fri Sep 10, 2010 7:40 pm

radiance Fri Sep 10, 2010 7:40 pm
pixie wrote:
radiance wrote:Just take a glossy suzanne on a plane, with a sunsky shining brightly on it, and the sunlight is covering 1/3rd of your suzanne.
compare PT against MLT and you'll see the difference.

Radiance


Will this give advantage to PT? An infinite light and indirect ligth?


PT will clear up the noise way faster than MLT.
but, you'll have fireflies and it might take a long time to see a complex caustic.

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Re: Octane 2.3 final will not have MLT.

Postby andrian » Mon Sep 13, 2010 1:30 pm

andrian Mon Sep 13, 2010 1:30 pm
andrian wrote:Ok, this rise the question, since the new algorithm is similar to bidirectional path tracing , will we be able to navigate our scene as we do now with path tracing?



radiance wrote:andrian -> no, it's meant for rendering finals. you will be able to navigate, but it won't be a smooth experience

Radiance


Ok, are we going to have an option for setting the renderer at 60 FPS for example in order PC to be useful during rendering, as was being told it's doable for MLT algorithm ?
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