OctaneRender™ 2019.1 XB1

Forums: OctaneRender™ 2019.1 XB1
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Re: OctaneRender™ 2019.1 XB1

Postby divasoft » Tue Mar 26, 2019 12:26 pm

divasoft Tue Mar 26, 2019 12:26 pm
Hi, i found that octane produce bright fireflies on volumes if i enable bloom and glow. is it bug?
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Re: OctaneRender™ 2019.1 XB1

Postby Despot » Tue Mar 26, 2019 6:13 pm

Despot Tue Mar 26, 2019 6:13 pm
divasoft wrote:Hi, i found that octane produce bright fireflies on volumes if i enable bloom and glow. is it bug?


Are you aware that you are showing screenshots of Octane for C4D V4 liveviewer ? and you've posted this in the 2019.1 XB1 thread.

Just saying.
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Re: OctaneRender™ 2019.1 XB1

Postby wallace » Tue Mar 26, 2019 8:28 pm

wallace Tue Mar 26, 2019 8:28 pm
mr_d_wilks wrote:Ok i ran some tests at work:
2x 2080 - nvlink off

4.02.1 : 461
2018.1 : 444
2019.1 : 382

...it seems like the slow down above isn't specific to maxwell but is just in general. Is this something to be concerned about? according to this it looks like octane is getting slower, not faster.


As you know, this is an experimental release, so even feature wise, things are still bound to change.

We are committed to keep improving performance as it gets near stable, so the slow down you are getting isn't finalized and most probably won't be the same speed you get with stable or even release candidate versions.
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Re: OctaneRender™ 2019.1 XB1

Postby Elvissuperstar007 » Wed Mar 27, 2019 12:31 am

Elvissuperstar007 Wed Mar 27, 2019 12:31 am
Octane 2019
are there any plans to make dirt?
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Re: OctaneRender™ 2019.1 XB1

Postby divasoft » Wed Mar 27, 2019 3:45 am

divasoft Wed Mar 27, 2019 3:45 am
Elvissuperstar007 wrote:Octane 2019
are there any plans to make dirt?

Ага, разбежались) Вон есть нода дирт, остальное вперед в субстанс ваять. Примерно таков будет ответ)
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Wed Mar 27, 2019 12:23 pm

Notiusweb Wed Mar 27, 2019 12:23 pm
My 2019 Wishlist (things not mentioned in 2019 video at beginning of this post):

1 - FBX blendshapes
2 - gLTF
3 - Anime Kernel
4 - DXR-elligible GPUs to join the RTX cards in having accelerated raytracing (following the upcoming April NVidia GameReady driver that will turn on DXR raytracing for Pascal and later
https://www.nvidia.com/en-us/geforce/news/geforce-gtx-ray-tracing-coming-soon/

:cry: Pleeeease?....
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Re: OctaneRender™ 2019.1 XB1

Postby Despot » Wed Mar 27, 2019 2:57 pm

Despot Wed Mar 27, 2019 2:57 pm
Loving 2019.1 XB1, some killer features, especially bloom/glare threshold.

Having isues with Vertex Displacement though, I tried it on a simple imported .fbx cube and it worked fine last Friday

Tried the exact same thing today, same geo, same settings, same everything and octane seems to 'lock' to some degree, no viewport interaction, although controls/sliders can still be moved.

and this message displayed in the bottom left... 'AI scene finished loading'
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Re: OctaneRender™ 2019.1 XB1

Postby pegot » Wed Mar 27, 2019 3:05 pm

pegot Wed Mar 27, 2019 3:05 pm
Notiusweb wrote:2 - gLTF

+ 1 for gLTF 2.0 support. We have been waiting a loooooong time for this. Now that we have Universal materiel how about at least a gLTF 2.0 export feature - maybe where procedural materials, if used, are automatically baked into standard metal roughness work flow output? This would be realy useful BTW for the Blender plugin, which already has a very good gLTF export feature. But I always have to convert my Octane nodes to Cycles Principled BSDF nodes first.
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Re: OctaneRender™ 2019.1 XB1

Postby divasoft » Thu Mar 28, 2019 5:25 am

divasoft Thu Mar 28, 2019 5:25 am
haze wrote:...

Hi, have you any commets for it?
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Re: OctaneRender™ 2019.1 XB1

Postby Iceman9 » Thu Mar 28, 2019 7:21 am

Iceman9 Thu Mar 28, 2019 7:21 am
pegot wrote:
Notiusweb wrote:2 - gLTF

+ 1 for gLTF 2.0 support. We have been waiting a loooooong time for this. Now that we have Universal materiel how about at least a gLTF 2.0 export feature - maybe where procedural materials, if used, are automatically baked into standard metal roughness work flow output? This would be realy useful BTW for the Blender plugin, which already has a very good gLTF export feature. But I always have to convert my Octane nodes to Cycles Principled BSDF nodes first.


I am enthusiastic abou glTF. I’ve been studying it for two years. But glTF work flow is the domain of the DCC program. If a person is building glTF they don’t use Octane materials, nor any third party renderer. They use native file formats and tune material channels appropriately. You use what is supported for native export, and that only!
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