OctaneRender™ Standalone 3.06.2

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

Postby coilbook » Sun Jun 04, 2017 2:05 am

coilbook Sun Jun 04, 2017 2:05 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.

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/



wow i am always trying to stay on top of the newest stuff in 3d world but I understood half of a new stuff that is coming Great job!
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby naga1165 » Mon Jun 05, 2017 8:00 am

naga1165 Mon Jun 05, 2017 8:00 am
I bought Octane Render v1.0 Standalone Edition License from Refractive Software Ltd. My username : naga1165 and password <deleted>. Now I want to upgrade it to Octane Render v3.0 Standalone Edition. So, please let me know the details as soon as possible.
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby bepeg4d » Mon Jun 05, 2017 8:24 am

bepeg4d Mon Jun 05, 2017 8:24 am
Hi naga1165,
please, write to Octane Support starting from here.
Happy rendering,
ciao beppe
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby coilbook » Sun Jun 11, 2017 11:42 am

coilbook Sun Jun 11, 2017 11:42 am
FEATURE REQUEST:
______________________________

I know you, guys, told me that you cannot do alpha shadow PER object. So if i want light to shine through a glass ALPHA SHADOW must be enabled globally.

Can you at least add a button in diffuse and glossy material "IGNORE ALPHA SHADOW and do not calculate" next to opacity map. It is very important.

One of the examples:

I have a car where I would love light to shine through the glass. But I cannot afford the render time because I have lots of trees with opacity map used for leaves on the background. So if i enable ALPHA SHADOW just to see a light shining though a car windshield then thousands of trees on the background will be calculating alpha shadows for the leaves and this slows down my system by 6-8 times and we do animations only.

And the trees shadows look great with alpha shadows off. So if you had this feature "ignore alpha shadows per material" I could've had light shine through car glass and disable alpha shadows for tree leaves making my rendering still very fast.



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

Postby bepeg4d » Mon Jun 12, 2017 8:01 am

bepeg4d Mon Jun 12, 2017 8:01 am
Hi coilbook,
about your example, why don't you try this method?
viewtopic.php?f=23&t=52982&p=266457&hilit=noise+emitter#p266457
In this way, you should be able to leave the Alpha shadows option disabled, reducing complexity.
ciao beppe
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby coilbook » Tue Jun 13, 2017 12:10 am

coilbook Tue Jun 13, 2017 12:10 am
bepeg4d wrote:Hi coilbook,
about your example, why don't you try this method?
viewtopic.php?f=23&t=52982&p=266457&hilit=noise+emitter#p266457
In this way, you should be able to leave the Alpha shadows option disabled, reducing complexity.
ciao beppe

thanks but it still would be nice for opacity maps to have ignore alpha shadow button
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby coilbook » Tue Jun 13, 2017 12:13 am

coilbook Tue Jun 13, 2017 12:13 am
any way to have VDB render better in AO mode. Diffuse renders great but AO vdb smoke always looks too bright and depends on outside light a lot like sun even though in the example attached it is underground. is it a bug?
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby coilbook » Tue Jun 13, 2017 2:56 am

coilbook Tue Jun 13, 2017 2:56 am
Also can we have SAMPLES spinner added for VDB volume medium map . When bright light shines at vdb even after 20000 samples still noisy
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby coilbook » Tue Jun 13, 2017 1:46 pm

coilbook Tue Jun 13, 2017 1:46 pm
bepeg4d wrote:Hi coilbook,
about your example, why don't you try this method?
viewtopic.php?f=23&t=52982&p=266457&hilit=noise+emitter#p266457
In this way, you should be able to leave the Alpha shadows option disabled, reducing complexity.
ciao beppe



HI I looked at this link but it does not say how to have alpha shadows disabled but still have light going through car windows. Am i missing something?
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Re: OctaneRender™ Standalone 3.06.2 [current 3.xx]

Postby bepeg4d » Tue Jun 13, 2017 3:13 pm

bepeg4d Tue Jun 13, 2017 3:13 pm
Hi coilbook,
since the light inside the glass is a fake light with Cast illumination option deactivated, the Alpha shadow option can be also deactivated, since the light does not need to travel through the specular material. What is simulating the illumination, is a simple box slightly bigger with opacity at 0:
IMG_0309.jpeg

You can speedup a lot your rendering with this simple technique with every complex emitter in your scenes.
Happy rendering,
ciao beppe
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