OctaneRender™ 2018.1 XB1

Forums: OctaneRender™ 2018.1 XB1
A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Sun Nov 25, 2018 7:15 pm

haze Sun Nov 25, 2018 7:15 pm
g0ll4m wrote:Will this build work with gtx 1080 ti?


Yes it should be working correctly.
User avatar
haze
OctaneRender Team
OctaneRender Team
 
Posts: 969
Joined: Sun Feb 08, 2015 8:57 pm

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby shoqman » Sun Nov 25, 2018 7:53 pm

shoqman Sun Nov 25, 2018 7:53 pm
Are there plugins for packages available for XB1? Or is it just the standalone at this point?
shoqman
Licensed Customer
Licensed Customer
 
Posts: 12
Joined: Thu Jun 18, 2015 7:34 pm

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby haze » Sun Nov 25, 2018 8:59 pm

haze Sun Nov 25, 2018 8:59 pm
shoqman wrote:Are there plugins for packages available for XB1? Or is it just the standalone at this point?


We are expecting some to arrive soon, stable plugins for v4 was a priority.
User avatar
haze
OctaneRender Team
OctaneRender Team
 
Posts: 969
Joined: Sun Feb 08, 2015 8:57 pm

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby coilbook » Mon Nov 26, 2018 3:35 pm

coilbook Mon Nov 26, 2018 3:35 pm
Is it possible for us to get the same features like this other renderer has? Dirt texture direction and procedural scratch texture.
Attachments
Untitled-1.jpg
Last edited by coilbook on Tue Nov 27, 2018 3:52 pm, edited 2 times in total.
coilbook
Licensed Customer
Licensed Customer
 
Posts: 2985
Joined: Mon Mar 24, 2014 2:27 pm

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby rohandalvi » Mon Nov 26, 2018 7:41 pm

rohandalvi Mon Nov 26, 2018 7:41 pm
Thanks for the reply to the volume question and the attribute code.

FYI, I was using path tracer and not direct lighting kernel, so the AO distance won’t really come into play. I think there might be another issue which is causing the volume look to change that drastically.

If you’re interested I’ll attach the files and the volume so you can test it on your end.

Regards
Rohan
rohandalvi
Licensed Customer
Licensed Customer
 
Posts: 169
Joined: Tue Apr 20, 2010 7:39 am

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby divasoft » Tue Nov 27, 2018 12:22 am

divasoft Tue Nov 27, 2018 12:22 am
I still hope to get an answer to my question.
Do you plan to implement custom bokeh?
Attachments
ALL1.jpg
User avatar
divasoft
Licensed Customer
Licensed Customer
 
Posts: 348
Joined: Thu Jul 01, 2010 3:59 am
Location: Russia

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Goldorak » Tue Nov 27, 2018 12:36 am

Goldorak Tue Nov 27, 2018 12:36 am
divasoft wrote:I still hope to get an answer to my question.
Do you plan to implement custom bokeh?


yes - it is actually implemented in a new OSL camera shader we have been building internally. This is one of many new nodes being developed by us (and eventually others) for a future liveDB v2 OSL/ORBX/ etc marketplace, but we can share this as-is by RC1, via a new ORBX download with a collection of such nodes (including Vectron and Spectron ones like the one posted for XB1) that you can use for now, until we finish the online system.
User avatar
Goldorak
OctaneRender Team
OctaneRender Team
 
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby divasoft » Tue Nov 27, 2018 1:19 am

divasoft Tue Nov 27, 2018 1:19 am
Goldorak wrote:yes - it is actually implemented in a new OSL

that is, I will need to write code instead of just selecting the image in the camera tag? :|
User avatar
divasoft
Licensed Customer
Licensed Customer
 
Posts: 348
Joined: Thu Jul 01, 2010 3:59 am
Location: Russia

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Goldorak » Tue Nov 27, 2018 3:33 am

Goldorak Tue Nov 27, 2018 3:33 am
divasoft wrote:
Goldorak wrote:yes - it is actually implemented in a new OSL

that is, I will need to write code instead of just selecting the image in the camera tag? :|


no it’s our code, just written as an extension for a new camera type, vs. built in, but shouldn’t matter to artists from a UX level. This is also how new lights can be added as well starting with this reversion.
User avatar
Goldorak
OctaneRender Team
OctaneRender Team
 
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm

Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby leehenshall » Tue Nov 27, 2018 11:25 am

leehenshall Tue Nov 27, 2018 11:25 am
yes - it is actually implemented in a new OSL camera shader we have been building internally. This is one of many new nodes being developed by us (and eventually others)


Does this mean you are rebuilding the perspective camera in Octane 2018.1 using OSL? If you are doing this please can you include the ability to zoom in and out of the camera sensor/filmback.

This is a must for high resolution print work and hopefully should be easy to implement. In Maya it's called film back post/pre scale, it works in a similar way to viewport 2d pan zoom except it's controlled by an attribute in the camera film back settings. Using this in combination with film offset allows you to crop into areas of your composition for rendering at high resolutions.

The effect can also be reversed to allow you to extend the render area without changing the camera lens.

It would also be great to have presets and controls to build real world cameras such as a Phase One, 5DSLR, 5D, Nikon D5, D850, Hasselblad etc.
leehenshall
Licensed Customer
Licensed Customer
 
Posts: 183
Joined: Sun Oct 25, 2015 5:44 pm
Location: England
PreviousNext

Return to Development Build Releases


Who is online

Users browsing this forum: No registered users and 7 guests

Tue Apr 16, 2024 11:54 am [ UTC ]