OctaneRender™ Standalone 3.06.2

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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby coilbook » Thu Jun 01, 2017 4:19 pm

coilbook Thu Jun 01, 2017 4:19 pm
will all these material be possible in version 3.1 like vray has https://youtu.be/BXHxaApBcFs they are all porcedural
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby enricocerica » Thu Jun 01, 2017 5:43 pm

enricocerica Thu Jun 01, 2017 5:43 pm
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

Not only, but also for any other values like gamma, power and whatever value which could be used to make materials varying.
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby abstrax » Thu Jun 01, 2017 8:50 pm

abstrax Thu Jun 01, 2017 8:50 pm
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?

It's a limitation of our current SPT (streaming path tracing) architecture and would require some major changes to make it work again. We are already in the middle of some major changes to implement OSL support and we will look into this after the main OSL work has been finished.
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby abstrax » Thu Jun 01, 2017 9:12 pm

abstrax Thu Jun 01, 2017 9:12 pm
coilbook wrote:will all these material be possible in version 3.1 like vray has https://youtu.be/BXHxaApBcFs they are all porcedural

The new OSL material system should allow a lot of crazy stuff and we will try to support existing material databases as much as possible. We will see what exactly can be done and when, after OSL has been matured enough. Yesterday we got to the point in the OSL branch that all references to the old material system got replaced by the OSL implementation. It will still take some time until we get the new material system ready for a test release, but it's good to see some tangible progress after lots and lots of work.
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby rrbarb » Thu Jun 01, 2017 9:15 pm

rrbarb Thu Jun 01, 2017 9:15 pm
!goDaddyGo!
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby coilbook » Fri Jun 02, 2017 4:05 am

coilbook Fri Jun 02, 2017 4:05 am
VDB flames questions
in the picture you see some controls to control flame brightness. PleASE PLeASE make it simpler. I am lost what should be left and what should be adjusted for a real brightness flame. Please make a video tutorial or help where to begin and what should not be touched. There
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby calus » Fri Jun 02, 2017 5:04 am

calus Fri Jun 02, 2017 5:04 am
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.

Does this mean that in 3.1 every legacy Octane nodes use OSL under-the-hood ?
Last edited by calus on Fri Jun 02, 2017 6:15 am, edited 1 time in total.
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby Goldorak » Fri Jun 02, 2017 6:14 am

Goldorak Fri Jun 02, 2017 6:14 am
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.

Re: the original question about VRscans - an OSL shader can definitely handle such BTF style material captures. In fact, that's how we will support even more complex lightstage captures in 3.1.

When we deliver ultra high quality material scanning to customers like ADSK (an investor in OTOY) it goes through our Burbank LightStage. LightStage outputs a non-proprietary open source BTF or 8D reflectance field texture. With 3.1 we can pack this output into ORBX with all the OSL you'd need to render it + share it on LiveDB, which we will do.

We're going to start with complex multi-layer LS scans (such as skin) first: e.g an Octane ready ORBX of the LS skin data provided to Epic for the new UE4 human head template: https://docs.unrealengine.com/latest/IN ... Character/
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby calus » Fri Jun 02, 2017 6:27 am

calus Fri Jun 02, 2017 6:27 am
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.


WOW,
this is kind of my dream implementation coming true.
And well yes I understand, very long development time and huge amount of work for this, totally make sens,
but worth it thousand of times as it basically remove any possible limitations for the renderer,
and is also a complete game changer for DCC plugin integration.
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby Elvissuperstar007 » Sat Jun 03, 2017 11:34 am

Elvissuperstar007 Sat Jun 03, 2017 11:34 am
Can not save material bug local DB http://silverwing-vfx.de/free_stuff.html

The file ORBX itself is located D:\Silverwing_Octane_Materials
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