OctaneRender™ V4 XB4

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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

I have to ask for this!

In Universal Material - would it be possible to put...in addition to Power, and Gamma...an image Saturation pin?
This would really take things to the next level to have a full slate of editing abilities like some other PBR engines have, in one material.
I appreciate this consideration!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

Notiusweb wrote:I have to ask for this!

In Universal Material - would it be possible to put...in addition to Power, and Gamma...an image Saturation pin?
This would really take things to the next level to have a full slate of editing abilities like some other PBR engines have, in one material.
I appreciate this consideration!
This is more of a general image operation you want to do, it's not strictly relevant to the universal material. You can actually achieve this via OSL texture, for example:

Code: Select all

shader OslTexture(
    color inputColor = 0,
    float saturation = 0 [[float min = 0.0, float max = 1.0]],
    output color c = 0)
{
    color hsl = transformc("rgb", "hsl", inputColor);
    hsl[1] = hsl[1] * saturation;
    c = transformc("hsl", "rgb", hsl);
}
Attachments
saturation OSL texture
saturation OSL texture
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Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

wallace wrote:
Notiusweb wrote:I have to ask for this!

In Universal Material - would it be possible to put...in addition to Power, and Gamma...an image Saturation pin?
This would really take things to the next level to have a full slate of editing abilities like some other PBR engines have, in one material.
I appreciate this consideration!
This is more of a general image operation you want to do, it's not strictly relevant to the universal material. You can actually achieve this via OSL texture, for example:

Code: Select all

shader OslTexture(
    color inputColor = 0,
    float saturation = 0 [[float min = 0.0, float max = 1.0]],
    output color c = 0)
{
    color hsl = transformc("rgb", "hsl", inputColor);
    hsl[1] = hsl[1] * saturation;
    c = transformc("hsl", "rgb", hsl);
}
Hi, thank you. Do you know reason I might be experiencing this error:
Saturation.jpg
Also, is it possible to still have Gamma and Power with Saturation, or can OSL only do Saturation without Gamma and Power?
:oops:

THX!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Could you guys share that AI light example from the first post?
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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paride4331
Octane Guru
Posts: 3809
Joined: Fri Sep 18, 2015 7:19 am

coilbook wrote:should I use denoise on completion or denoise every so many seconds for animation? is there much difference? Thanks
Hi coilbook,
once you verified correct denoise setting in your scene, I personally would recommend for denoise on completion.
you will save time for each frame you render.
Regards
Paride
2 x Evga Titan X Hybrid / 3 x Evga RTX 2070 super Hybrid
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

paride4331 wrote:
coilbook wrote:should I use denoise on completion or denoise every so many seconds for animation? is there much difference? Thanks
Hi coilbook,
once you verified correct denoise setting in your scene, I personally would recommend for denoise on completion.
you will save time for each frame you render.
Regards
Paride
Thank you! What about AI lights? Do I need to enable ai lights and ai update? Or only when I have night scenes with hundreds of lights? There is not a lot of info about it
User avatar
wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

Notiusweb wrote: Hi, thank you. Do you know reason I might be experiencing this error:
Saturation.jpg
Also, is it possible to still have Gamma and Power with Saturation, or can OSL only do Saturation without Gamma and Power?
:oops:

THX!
My bad, it seems like it's a feature available post-XB4. The point of this is you can connect an image texture as an input to this osl texture node, so you don't actually lose gamma and power for your image texture.

I'd like to say you should use this OSL texture sparingly as it involves transforming between color space twice, so only use it when you absolutely need to change the saturation.

To use this texture node, please head over and download our latest V4 RC1: viewtopic.php?f=33&t=68491
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wallace
OctaneRender Team
Posts: 188
Joined: Sun Dec 18, 2016 10:38 pm

funk wrote:Could you guys share that AI light example from the first post?
Here is an example of AI light test scene. Please note that we have since found and fixed a few bugs of AI light and also implemented the AI light update again after XB4, so I would recommend you download the latest build to use this feature.

And here is RC1: viewtopic.php?f=33&t=68491
coilbook wrote: Thank you! What about AI lights? Do I need to enable ai lights and ai update? Or only when I have night scenes with hundreds of lights? There is not a lot of info about it
AI light is a completely separate feature from denoiser. It works better with increasing number of lights, it's basically a smarter light sampling algorithm, I'd advise you to use it when your scene has some complex lighting with many lights or walls, plus when you see your direct light passes with diffuse/reflection struggling to find sample lights in the scene.
Attachments
AI light test.orbx
Ai light test scene
(152.84 KiB) Downloaded 310 times
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Thanks Wallace
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

wallace wrote:
Notiusweb wrote: Hi, thank you. Do you know reason I might be experiencing this error:
Saturation.jpg
Also, is it possible to still have Gamma and Power with Saturation, or can OSL only do Saturation without Gamma and Power?
:oops:

THX!
My bad, it seems like it's a feature available post-XB4. The point of this is you can connect an image texture as an input to this osl texture node, so you don't actually lose gamma and power for your image texture.

I'd like to say you should use this OSL texture sparingly as it involves transforming between color space twice, so only use it when you absolutely need to change the saturation.

To use this texture node, please head over and download our latest V4 RC1: viewtopic.php?f=33&t=68491
:P YES! this is great!
THX!!!!!
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
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