OctaneRender™ Standalone 2.21.1

Forums: OctaneRender™ Standalone 2.21.1
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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby suvakas » Thu Feb 05, 2015 8:41 am

suvakas Thu Feb 05, 2015 8:41 am
When can we expect that the multi UV support works with plugins too?
According to Karba it is not possible atm because the way it is implemented in standalone.
Is there any work done to improve this situation?

Karba wrote:At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used.


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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby gordonrobb » Thu Feb 05, 2015 9:20 am

gordonrobb Thu Feb 05, 2015 9:20 am
Can you tell me if there has been any work put into making displacement work properly when using the shift parameter. I'm thinking specifically for use with ZBRush maps that have positive and negative displacement on organic shapes. I'm still getting tearing that I don't get in other programmes.
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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby abstrax » Thu Feb 05, 2015 9:32 am

abstrax Thu Feb 05, 2015 9:32 am
ratata wrote:Awesome news!

Will there be any official info on the speed hit that off core memory will be? Examples like 1GB, 2GB...

It would be interesting to know if now the most cost / value GPU would be 780 ti 3GB, in cases that you go over 3GB limit only here and there...

We can't give any info since the performance loss is totally scene dependent. Out-of-core textures is more a last resort feature in case you can't or don't want to reduce the amount of used texture memory.
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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby abstrax » Thu Feb 05, 2015 9:36 am

abstrax Thu Feb 05, 2015 9:36 am
suvakas wrote:When can we expect that the multi UV support works with plugins too?
According to Karba it is not possible atm because the way it is implemented in standalone.
Is there any work done to improve this situation?

Karba wrote:At the moment there is no proper way for implementation of multi uv channels. octane standalone implementation doesn't allow to do that without extra GPU memory consumption even if it is not used.


Thanks
suv

Multiple UVs are available in the SDK. That's currently pretty much the only way how they can be brought into Octane unless your Alembic exporter exports multiple UV sets.

The problem Andrey was talking about is that the 3ds max plugin is aggressively merging meshes into one mesh (to increase render speed) and in 2.20 all triangles would need to have multiple UVs, even if only one tiny mesh had multiple UVs. With 2.21 this problem has been solved by storing additional UV information only for triangles that have them.

-> Andrey is currently working on the 3ds max plugin and will add multiple UV support as soon as possible.
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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby abstrax » Thu Feb 05, 2015 9:37 am

abstrax Thu Feb 05, 2015 9:37 am
gordonrobb wrote:Can you tell me if there has been any work put into making displacement work properly when using the shift parameter. I'm thinking specifically for use with ZBRush maps that have positive and negative displacement on organic shapes. I'm still getting tearing that I don't get in other programmes.

No, there hasn't been any more work on displacement mapping. Could you send me an example that shows the problem? Thanks.
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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby gabrielefx » Thu Feb 05, 2015 9:47 am

gabrielefx Thu Feb 05, 2015 9:47 am
big update!
the 2.2 rocks in Max but I need all the stereoscopic options enabled!
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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby rappet » Thu Feb 05, 2015 10:22 am

rappet Thu Feb 05, 2015 10:22 am
Fantastique update... Thanx
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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby Elvissuperstar007 » Thu Feb 05, 2015 12:52 pm

Elvissuperstar007 Thu Feb 05, 2015 12:52 pm
where the aperture? how to set up the animation alembik
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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby suvakas » Thu Feb 05, 2015 1:15 pm

suvakas Thu Feb 05, 2015 1:15 pm
abstrax wrote:The problem Andrey was talking about is that the 3ds max plugin is aggressively merging meshes into one mesh (to increase render speed) and in 2.20 all triangles would need to have multiple UVs, even if only one tiny mesh had multiple UVs. With 2.21 this problem has been solved by storing additional UV information only for triangles that have them.

-> Andrey is currently working on the 3ds max plugin and will add multiple UV support as soon as possible.

Thank you.
Those are very good news.

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Re: OctaneRender™ Standalone 2.21 [latest 2.xx]

Postby prodviz » Thu Feb 05, 2015 1:22 pm

prodviz Thu Feb 05, 2015 1:22 pm
abstrax wrote:
gordonrobb wrote:Can you tell me if there has been any work put into making displacement work properly when using the shift parameter. I'm thinking specifically for use with ZBRush maps that have positive and negative displacement on organic shapes. I'm still getting tearing that I don't get in other programmes.

No, there hasn't been any more work on displacement mapping. Could you send me an example that shows the problem? Thanks.


Awesome, cheers for the update.

Here's one of a few examples talking about the shift parameter issue:
viewtopic.php?f=28&t=44458

and how not using a negative shift solved the issue.
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