OctaneRender™ 2018.1 XB1

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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby p3taotoy » Sat Nov 24, 2018 3:32 pm

p3taotoy Sat Nov 24, 2018 3:32 pm
Any idea when Mac OS X version will be out?

Thanks

Peter
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby coilbook » Sun Nov 25, 2018 12:08 am

coilbook Sun Nov 25, 2018 12:08 am
Will octane/nvidia denoiser improve over time? (Better pixel color prediction, less blurring after denoising, etc.)
The denoisier is already great but are you and nVidia continue improving it to make it even better?
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Goldorak » Sun Nov 25, 2018 12:46 am

Goldorak Sun Nov 25, 2018 12:46 am
coilbook wrote:Will octane/nvidia denoiser improve over time? (Better pixel color prediction, less blurring after denoising, etc.)
The denoisier is already great but are you and nVidia continue improving it to make it even better?


There is a significant upgrade planned for the spectral AI denoiser in Octane 2019 after we finish training it on final implementations of Spectron fluorescence/polarization, new hair BRDF, material layers / substrates and more coming in that release. I want to be cautious and not over promise specifics until we can see how this compares to the current denoiser, but the potential for improvements is high especially for animations.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby coilbook » Sun Nov 25, 2018 12:59 am

coilbook Sun Nov 25, 2018 12:59 am
Goldorak wrote:
coilbook wrote:Will octane/nvidia denoiser improve over time? (Better pixel color prediction, less blurring after denoising, etc.)
The denoisier is already great but are you and nVidia continue improving it to make it even better?


There is a significant upgrade planned for the spectral AI denoiser in Octane 2019 after we finish training it on final implementations of Spectron fluorescence/polarization, new hair BRDF, material layers / substrates and more coming in that release. I want to be cautious and not over promise specifics until we can see how this compares to the current denoiser, but the potential for improvements is high especially for animations.



This is great! Thank you.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby rajib » Sun Nov 25, 2018 2:33 pm

rajib Sun Nov 25, 2018 2:33 pm
Pretty impressive release. It is good to see quicker releases are planed :). Waiting for 2019.1, Need the RTX cores enabled ;).
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Sun Nov 25, 2018 6:56 pm

haze Sun Nov 25, 2018 6:56 pm
rohandalvi wrote:Hi,

Could you give the basic format for getting attributes to work. For example, the color attribute in houdini is called Cd. I exported the mesh as an fbx which stores the attribute. What do I write in the OSL editor to make it work?

The basic OSL syntax. I'm not a programmer, but I'm good at copy paste. :)

regards
Rohan


FBX and ABC importing of vertex attributes is not yet complete, we're working on it.

Once that's done then an osl shader such as this:

Code: Select all
shader OslTexture(
    color test1 = color(1,0,0),
    output color c = 0)
{
    c = test1;

}


Would use a color vertex attribute with the name test1, but only when the input node on test1 is disconnected.

We want to introduce another osl node to make it easier to use.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Sun Nov 25, 2018 7:05 pm

haze Sun Nov 25, 2018 7:05 pm
rohandalvi wrote:Hi,

Thanks, I found the switch. It was really far down in the settings. :)

I still find the difference to be really drastic. Will the new volume rendering eventually match the look of the older style?

regards
Rohan


Obviously we don't want to change the look unless absolutely necessary. Volume AO never really obeyed the AO distance in the kernel, which we changed, and that gives you more control over the render. There may still be an issue and we'll be investigate. In theory if you adjust the AO distance then you should get the same result as in V4, except more accurate.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Sun Nov 25, 2018 7:06 pm

haze Sun Nov 25, 2018 7:06 pm
p3taotoy wrote:Any idea when Mac OS X version will be out?

Thanks

Peter


From next XB release we'll start including OSX and Linux in experimentals.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Sun Nov 25, 2018 7:07 pm

haze Sun Nov 25, 2018 7:07 pm
perro_abombao wrote:Hi...this build suport kepler? :roll: :roll: :roll: I have a old gtx 670 ...no problem with V4, but 2018 the program dissapear everytime :( :( (render target, material)...last driver 4.16 and 388.xx too...W10


It should work fine, we'll investigate. Does this happen with any scene you try to render? Is there any log messages?
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Sun Nov 25, 2018 7:11 pm

haze Sun Nov 25, 2018 7:11 pm
enricocerica wrote:
haze wrote:
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


The problem seems to be due to the displacement, I attached a quick test scene to illustrate the issue.


Thanks for the scene, this will be fixed in the next XB.
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