OctaneRender V4 XB2.1

Forums: OctaneRender V4 XB2.1
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Re: OctaneRender V4 XB2.1

Postby Studio21 » Fri May 25, 2018 10:37 pm

Studio21 Fri May 25, 2018 10:37 pm
Goldorak wrote:
Studio21 wrote:Hey guys,

im requesting again, to have some info on AI lights. I tried playing around with them on an off where is the advantage most evident? is there any reason to ever not use them?

thx,
Guy


Small point lights - exactly as we showed in the videos, are where they make a big difference right now. The only reason not to use them is IPR performance when you make scene changes, which is why we let you turn them off as an option to make scene changes and loading more interactive in cases where AI light is not needed.



Ok that clears it up. thx :)
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Re: OctaneRender V4 XB2.1

Postby Phantom107 » Sat May 26, 2018 10:00 am

Phantom107 Sat May 26, 2018 10:00 am
Incredible work guys, keep up the good work! I can't wait to see the first stable build so I can get to implementing this :D
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Re: OctaneRender V4 XB2.1

Postby Notiusweb » Sun May 27, 2018 2:14 pm

Notiusweb Sun May 27, 2018 2:14 pm
Goldorak wrote:
Studio21 wrote:Hey guys,

im requesting again, to have some info on AI lights. I tried playing around with them on an off where is the advantage most evident? is there any reason to ever not use them?

thx,
Guy


Small point lights - exactly as we showed in the videos, are where they make a big difference right now. The only reason not to use them is IPR performance when you make scene changes, which is why we let you turn them off as an option to make scene changes and loading more interactive in cases where AI light is not needed.


What is a small point light, is that a mesh, or a 'lighting' feature of V4, I am not sure how to activate that into a scene :oops:
How do you get a small point light into a scene :?:
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Re: OctaneRender V4 XB2.1

Postby coilbook » Sun May 27, 2018 3:40 pm

coilbook Sun May 27, 2018 3:40 pm
Dear otoy, I asked this 10 times already and never received an answer. Can we have an option for the dirt texture to be locked into a single mesh so external meshes in close proximity won’t create additional dirt texture on the object.
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Re: OctaneRender V4 XB2.1

Postby wallace » Mon May 28, 2018 9:38 pm

wallace Mon May 28, 2018 9:38 pm
Elvissuperstar007 wrote:universal - Metalic
what is the difference? they are all the same


Universal material blends between dielectric and metallic with a metallic parameter 0 to 1. Metallic is equivalent to universal material when metallic is set to 1.0, and glossy is equivalent to universal material when metallic is set to 0.0.

This is what's behind the "metalness + roughness" workflow in the PBR model, the metallic node was never meant to be used straight with the metallic maps and roughness maps you get from substance and other tools, simply because it does not do any glossy surfaces.

Universal material on the other hand handles dielectric material (diffuse and glossy BRDF) and also metallic material (glossy BRDF) with assumed IOR or custom IOR for both dielectric and metallic surfaces.
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Re: OctaneRender V4 XB2.1

Postby Jolbertoquini » Tue May 29, 2018 9:13 am

Jolbertoquini Tue May 29, 2018 9:13 am
vijay_thirukonda wrote:
Jolbertoquini wrote:
Jolbertoquini wrote:Hi Guys,

Me again, also I was testing the denoiser and I have a quick question the denoiser will support the depth bokeh and motion blur information? I realize is only mesh based so on some scenes like this one I can render really fast with denoiser but the bokeh is really bad if I use adaptive sampling is not worth because make just slower and take a lot time to be clean up.
So only with denoiser is not so clean as you can see the render target previe comparison between Denoised and Raw.

Let me know if any plans on the future for that ? I was think to reduce the noise in post with mask for those type of situation but would be great to have something better. I also attach the scene in case is wrong settings never know.

Cheers,
JO



Hi Guys,
Can I have a reply on this Dev team?? https://render.otoy.com/forum/viewtopic.php?f=33&t=67492&start=10

Cheers


Yes, Currently, AI denoiser do not support anything achieved on the environment. We will be adding it in one of the future releases. Motion blur on the mesh should be fine but may need more samples.



Thanks for the your reply Vijay.

Cheers,
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Re: OctaneRender V4 XB2.1

Postby Jolbertoquini » Mon Jun 04, 2018 9:42 am

Jolbertoquini Mon Jun 04, 2018 9:42 am
Hi Vijay and Dev Team,

I was trying OSL round edges and I get a error :

"<node 'OSL texture'>:98: error: Unsupported feature: trace()
<node 'OSL texture'>:99: error: unsupported signature for getmessage: only getmessage("baking", key, value) is supported, where key is a string literal.

Compilation failed"


Is that a possibility to have a support for this trace for the next release? or is that any plans? I know somebody told me in Facebook group you Guys was looking at?

Thanks to let us know. ( I Attach the OSL script on the e-mail)

Code: Select all
void rng_seed(output int rng, int seed)
{
  int chash = seed;
  if (chash == 0) chash = 1;
  rng = chash * 30391861;
}

float rng_uniform(output int rng)
{
  float res = rng / float(2137483647) * 0.5 + 0.5;
  rng *= 30391861;
  return res;
}

void to_unit_disk(float x, float y, output float x_out, output float y_out)
{
  float r, phi;
  float a = 2.0 * x - 1.0;
  float b = 2.0 * y - 1.0;
   
  if(a > -b)
  { if(a > b)
    { r = a;
      phi = M_PI_4 *(b/a);
    }
    else
    { r = b;
      phi = M_PI_4 *(2.0 - a/b);
  } }
  else
  { if(a < b)
    { r = -a;
      phi = M_PI_4 *(4.0 + b/a);
    }
    else
    { r = -b;
      if(b != 0.0) phi = M_PI_4 *(6.0 - a/b);
      else phi = 0.0;
  } }
  x_out = r * cos(phi);
  y_out = r * sin(phi);
}

void make_orthonormals(vector N, output vector a, output vector b)
{
  if(N[0] != N[1] || N[0] != N[2]) a = cross(vector(1, 1, 1), N);
  else a = cross(vector(-1, 1, 1), N);
 
  a = normalize(a);
  b = cross(N, a);
}

vector sample_cos_hemisphere(vector N, float randu, float randv)
{
  vector T, B;
   
  make_orthonormals(N, T, B);
  to_unit_disk(randu, randv, randu, randv);
  float costheta = sqrt(max(1.0 - randu * randu - randv * randv, 0.0));

  return randu * T + randv * B + costheta * N;
}

shader edge_smooth(
  int Concave = 1,
  int Convex = 1,
  int Samples = 4,
  int Backfacing = 1,
  float Mask = 1,
  float Distance = 0.1,
  normal Normal = N,
  output normal outNormal = 0
)
{
  int i, rng;
  float f, randu, randv, ray_t, hits = 0;
  vector ray_P, ray_R;
  normal hit_normal = N;
  outNormal = Normal;
  float hit_dist;
  float normal_blend;
  float s_weight = 1/Samples;

  f = fmod(cellnoise(P*123456.0), 1.0);
  rng_seed(rng, int(f * 21374647));

    if (Mask > 0.5 && raytype("camera")) {
      for(i = 0; i < Samples; i++) {
            randu = rng_uniform(rng);
            randv = rng_uniform(rng);
           
            ray_P = P;
            ray_R = sample_cos_hemisphere(-N, randu, randv);
            ray_t = Distance;

               
            if (Concave == 1)
            { if(trace(ray_P, -ray_R, "maxdist", ray_t)) {
                    getmessage ("trace", "N", hit_normal);
                    getmessage ("trace", "hitdist", hit_dist);
                    normal_blend = 1-(hit_dist/Distance);
                    outNormal = Normal + (hit_normal*normal_blend);
                    break;
                }
            }
            if (Convex == 1) {
                if(trace(ray_P, ray_R, "maxdist", ray_t)) {
                    getmessage ("trace", "N", hit_normal);
                    getmessage ("trace", "hitdist", hit_dist);
                    normal_blend = 1-(hit_dist/Distance);
                    if (Backfacing==1 || dot(I, -hit_normal) > 0.0) {
                        outNormal = Normal + (hit_normal*normal_blend);
                    }
                    break;
                }
            }
      }
    }
  outNormal = normalize(outNormal);
}


Cheers,
JO
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Re: OctaneRender V4 XB2.1

Postby mykola1985 » Mon Jun 04, 2018 5:42 pm

mykola1985 Mon Jun 04, 2018 5:42 pm
please, say any word on plugins release dates.... why c4D is an exception and has been released a month ago? :(
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Re: OctaneRender V4 XB2.1

Postby haze » Mon Jun 04, 2018 8:02 pm

haze Mon Jun 04, 2018 8:02 pm
mykola1985 wrote:please, say any word on plugins release dates.... why c4D is an exception and has been released a month ago? :(


We are working on this right now. Max, Maya, Blender and SU plugins use some functionality of Octane which had a major problem, and we've nearly sorted it out now.
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Re: OctaneRender V4 XB2.1

Postby mykola1985 » Mon Jun 04, 2018 9:02 pm

mykola1985 Mon Jun 04, 2018 9:02 pm
amazing news! thanx a lot!!! ;)
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