OctaneRender™ 2018.1 XB1

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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby natemac00 » Tue Nov 27, 2018 8:42 pm

natemac00 Tue Nov 27, 2018 8:42 pm
Is there an example of the volumetric spotlight that isn't in a black abyss?
I feel demos always show volumetric lighting in nothingness and then when you put it in a real-world situation it never looks good... Prove me wrong please.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Goldorak » Tue Nov 27, 2018 10:15 pm

Goldorak Tue Nov 27, 2018 10:15 pm
natemac00 wrote:Is there an example of the volumetric spotlight that isn't in a black abyss?
I feel demos always show volumetric lighting in nothingness and then when you put it in a real-world situation it never looks good... Prove me wrong please.


Interior->Daylight->Medium->godrays + Volumetric_Spotlight =

godrays+spot2.png


Daylight only:

godrays_sunpng.png


Spotlight only:

godrays_spot.png
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Notiusweb » Tue Nov 27, 2018 11:32 pm

Notiusweb Tue Nov 27, 2018 11:32 pm
Imagine if we could shape those lights into IES lights.... :geek:
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby divasoft » Wed Nov 28, 2018 1:22 am

divasoft Wed Nov 28, 2018 1:22 am
Goldorak wrote:Interior->Daylight->Medium->godrays + Volumetric_Spotlight =

I can't find Volumetric light node in node list.
it has not added to 2018 XB1 yet?
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby natemac00 » Wed Nov 28, 2018 1:30 am

natemac00 Wed Nov 28, 2018 1:30 am
Goldorak wrote:
natemac00 wrote:Is there an example of the volumetric spotlight that isn't in a black abyss?
I feel demos always show volumetric lighting in nothingness and then when you put it in a real-world situation it never looks good... Prove me wrong please.


Interior->Daylight->Medium->godrays + Volumetric_Spotlight =

The attachment godrays+spot2.png is no longer available


Daylight only:

The attachment godrays_sunpng.png is no longer available


Spotlight only:

The attachment godrays_spot.png is no longer available


Thank you, these look great. is there any control of fall off?
D5191733-4F73-404C-AD1F-EF20B5292B13.jpeg
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Goldorak » Wed Nov 28, 2018 2:31 am

Goldorak Wed Nov 28, 2018 2:31 am
natemac00 wrote:
Goldorak wrote:
natemac00 wrote:Is there an example of the volumetric spotlight that isn't in a black abyss?
I feel demos always show volumetric lighting in nothingness and then when you put it in a real-world situation it never looks good... Prove me wrong please.


Interior->Daylight->Medium->godrays + Volumetric_Spotlight =

godrays+spot2.png


Daylight only:

godrays_sunpng.png


Spotlight only:

godrays_spot.png


Thank you, these look great. is there any control of fall off?
D5191733-4F73-404C-AD1F-EF20B5292B13.jpeg


The throw distance is what I was using the shape the light above the way I wanted (mixed with scale and cone size). You can also adjust the medium within an individual light volume rather than sharing the same global medium settings across all lights and the environment.

The volumetric light nodes don’t show up in the node list in XB1, but this should be fixed in XB2.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby FrankPooleFloating » Wed Nov 28, 2018 6:45 pm

FrankPooleFloating Wed Nov 28, 2018 6:45 pm
Is there any chance of finally getting backface culling in Octane any time soon? (for fading whole meshes without showing their innards)
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Goldorak » Thu Nov 29, 2018 4:44 am

Goldorak Thu Nov 29, 2018 4:44 am
FrankPooleFloating wrote:Is there any chance of finally getting backface culling in Octane any time soon? (for fading whole meshes without showing their innards)


What about using polygon side node as input into visibility?
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby milanm » Thu Nov 29, 2018 6:05 am

milanm Thu Nov 29, 2018 6:05 am
Goldorak wrote:
FrankPooleFloating wrote:Is there any chance of finally getting backface culling in Octane any time soon? (for fading whole meshes without showing their innards)


What about using polygon side node as input into visibility?


This is not about hiding back facing polygons. It's about hiding the semi-transparent front facing polygons that are seen through other semi-transparent front-facing polygons. And, at the same time, without hiding polygons of other objects.

torus-opacity.JPG


Using raytype() in opacity we can hide an object from refractions, including its own refractions, but then that object is invisible behind glass. So, that trick can only be used for a limited number of cases and I'm pretty sure, not that many people are even aware that this can be done in Octane.

torus2.jpg

RaytypeAndRefraction.orbx
(2.6 MiB) Downloaded 192 times



So far I couldn't find a way to hide those overlapping polygons on a per object basis yet in Octane. So, my question is simple: Spectrons?

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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby FrankPooleFloating » Thu Nov 29, 2018 2:22 pm

FrankPooleFloating Thu Nov 29, 2018 2:22 pm
Thanks for clarifying that milanm. Hopefully Jules & Co are understanding us now. Whatever terminology one wants to use to describe the ability to fade in/out an object in 3d and not see the insides, this is what we need.. those of us who do technical renderings, infographics, instructions. If Otoy's goal is to be able to do virtually anything in Octane, this is one of the missing pieces, for sure. One shouldn't have to do a complex Render Layers and Compositing setup just to have transparent objects in their scenes. Please guys, make this happen already. Let Back to the Future and Star Trek be your inspiration. ;)
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