bepeg4d wrote:Hi Enrico,
just to clarify, you want random values for position, rotation, scale of the instances, or random values for material settings of the instances?
ciao beppe
DinoMuhic wrote:Hey,
when can we expect the dirt node to work again in the emission channels? It used to work but its broken for a while now.
Is it being worked on?
coilbook wrote:will all these material be possible in version 3.1 like vray has https://youtu.be/BXHxaApBcFs they are all porcedural
abstrax wrote: Yesterday we got to the point in the OSL branch that all references to the old material system got replaced by the OSL implementation.
calus wrote:abstrax wrote: Yesterday we got to the point in the OSL branch that all references to the old material system got replaced by the OSL implementation.
Do you mean that in 3.1 every legacy Octane shading nodes are replaced by an OSL implementation of these nodes ?
Goldorak wrote:calus wrote:abstrax wrote: Yesterday we got to the point in the OSL branch that all references to the old material system got replaced by the OSL implementation.
Do you mean that in 3.1 every legacy Octane shading nodes are replaced by an OSL implementation of these nodes ?
If the results from a 3.1 user's perspective are practically identical to 3.0, then yes, it's very much a possibility.
If you are also thinking that re-writing all of Octane 3 in OSL would be a crazy amount of work, that's true. This is why it wasn't released a year ago in 3.00. Testing and validation are next, and we'll get a better sense of how the final implementation will work.
Going deep with the new GPU shader compiler (other shader languages can follow OSL) means Octane is more than just a GPU renderer , it's a full stack rendering framework that entirely novel GPU renderers can be built on top of (e.g. Optix, Mitsuba) - all from the node graph. It's possible to develop biased photon mapping/irradiance cache (OSL + render to texture + reverse baking camera), or entirely new BRDF or SSS models dropped in from the latest Siggraph paper.
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