OctaneRender™ 2018.1 XB1

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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Thu Nov 22, 2018 8:05 pm

haze Thu Nov 22, 2018 8:05 pm
Silverwing wrote:Congratulations everyone to the Release! I am happy to see the 4.0 being out and 2018.1 XB revealed!

I have a question about the Vertex and User Data Attributes:
Can someone show me how to access the vertex attributes in a shader. I have exported a test geometry with vertex color attributes. But I can´t find a vertex texture to map it to the material. I expected to find it under "Texture" "Geometric"
If its OSL. Whats the syntax to get the info into the color?

Thanks in adavance!

Cheers,
Raphael


As a result of the OSL specification , to use a vertex attribute on a mesh, you need to match the type and name of the attribute in an osl shader (ie create a osl texture node, and make an input with the same name and type). Then make sure you disconnect the input node created on that pin.

We'll try to add a node that will do that.

FYI currently vertex attributes are not imported from ABC yet.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Thu Nov 22, 2018 8:06 pm

haze Thu Nov 22, 2018 8:06 pm
rohandalvi wrote:Firstly, congratulations on a great release and on 2018.1. The new feature list looks really exciting.

The new vectron stuff looks interesting. But I have a question. It all looks code based. Will there be ready made nodes that we can directly use to do stuff?

Like take a volume sdf and directly connect a texture to displace it. Right now I'm using the displace node from the example file. Or the volume boolean stuff. It would be nice to have this as ready-made nodes and not something I need to copy paste code for every time.

regards
Rohan


We will have some built in yes, and probably some also in live db.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Thu Nov 22, 2018 8:07 pm

haze Thu Nov 22, 2018 8:07 pm
ramone163 wrote:
Goldorak wrote:
ramone163 wrote:This new "Procedural Volumetric Lights" works very fast. Great job.
But it is like some fake with cone object? When you inside this cone, volume disappears.

And I think it is a little bit cheating to show us a demonstration of this effect with Diffuse and Specular depth = 1. Ofcorse render is fast, but who use Diffuse and Specular depth = 1?


There is a new setting next to those two called scatter depth - it is global now but the plan is to make that part of each light volume if possible so it can be customized. In any case yes the faster volume speed you get a form to scatter depth 1 or 2 is a big help in any scene


But the question was about Diffuse and Specular depth, not "scatter depth".
And about the camera inside the "Cone" Volume object.

I understand that marketing is very important for you. But it was very clever to snow in Octane 2018 presentation power of new Volume Light only at this point, that is favorable to you. And not showing us the side view, where we see the cone object and view when the camera is inside the cone.


The medium should work even if the camera is inside it. We'll look into it.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Thu Nov 22, 2018 8:08 pm

haze Thu Nov 22, 2018 8:08 pm
coilbook wrote:so with vectron can we have procedural noise displacement? Can we also have more noise types added? https://youtu.be/zbZZlxB5UK8


We could add some more. If you have some code, you can implement any kind of noise in an osl node for vectron to use.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Thu Nov 22, 2018 8:09 pm

haze Thu Nov 22, 2018 8:09 pm
enricocerica wrote:Wow, just looked the date, it's november 22 not december, for one second I really thought it was xmas :)
Seriously, I see some great and awaited sutuff here, what a beautiful surprise !

This said, I meet an issue with a image texture, it is rendered completely blue, though it contains several colors (blue, red, yellow, white and black), will investigate to try to isolate the context.

What it should be :

Capture1.JPG


What I got :

Capture2.JPG


When you have some time, please send a small test scene if you can. Thanks
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Thu Nov 22, 2018 8:10 pm

haze Thu Nov 22, 2018 8:10 pm
matrix2012 wrote:Hi,

linux please


Ok. We'll include linux and osx in the next XB.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby PolderAnimation » Thu Nov 22, 2018 8:40 pm

PolderAnimation Thu Nov 22, 2018 8:40 pm
Where can i buy it for 14.99 a month? I only see a deal for 657 but that is 18,25 a month.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Silverwing » Thu Nov 22, 2018 9:33 pm

Silverwing Thu Nov 22, 2018 9:33 pm
haze wrote:
Silverwing wrote:Congratulations everyone to the Release! I am happy to see the 4.0 being out and 2018.1 XB revealed!

I have a question about the Vertex and User Data Attributes:
Can someone show me how to access the vertex attributes in a shader. I have exported a test geometry with vertex color attributes. But I can´t find a vertex texture to map it to the material. I expected to find it under "Texture" "Geometric"
If its OSL. Whats the syntax to get the info into the color?

Thanks in adavance!

Cheers,
Raphael


As a result of the OSL specification , to use a vertex attribute on a mesh, you need to match the type and name of the attribute in an osl shader (ie create a osl texture node, and make an input with the same name and type). Then make sure you disconnect the input node created on that pin.

We'll try to add a node that will do that.

FYI currently vertex attributes are not imported from ABC yet.


Ah thank you very much. I was trying it with ABCs :-)
But I did not get any result with FBX either. But then I do not know how C4D names the Attribute at export. It was worth a try. At least I know now how Vertex Attributes work with OSL in theory. Its worth something :-)
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby tim_grove » Thu Nov 22, 2018 11:31 pm

tim_grove Thu Nov 22, 2018 11:31 pm
tim_grove wrote:What the future of pricing for existing subscription holders? Are subscriptions moving to an annual purchase only too?

It's unclear whether we should upgrade now and take advantage of the 25%.


Could someone answer this question please?
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Goldorak » Fri Nov 23, 2018 1:58 am

Goldorak Fri Nov 23, 2018 1:58 am
tim_grove wrote:What the future of pricing for existing subscription holders? Are subscriptions moving to an annual purchase only too?

It's unclear whether we should upgrade now and take advantage of the 25%.


You can stay on monthly subs at 19.95, and that is as it has always been although with V4 you get up to 20 GPUs instead of 2 max.

Now - at the same monthly rate - but paid annually, you get all access to other DCC plug-ins, ORC and more, plus this annual rate is 25% discounted through BF - making it 14.99/month over the year.
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