OctaneRender™ 2019.1 XB1

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Re: OctaneRender™ 2019.1 XB1

Postby Iceman9 » Fri Mar 29, 2019 7:14 pm

Iceman9 Fri Mar 29, 2019 7:14 pm
Notiusweb wrote:Wait, if a glTF scene is exported native out of Octane then it will be using Octane materials, right?


Pure glTF won't have Octane materials or VRAY materials or Redshift materials. There will just be materials. The whole idea is to have a universal standard that works anywhere and doesn't require special downloads.

Where parties choose to build "on top" of the universal format remains to be seen, but if they require special downloads then it starts to move into territory reminiscent of Adobe Flash, where you have to install a plug-in.

In a closed environment like Microsoft's 3d paint...they might choose to have extra features and tools, but when it comes time to export that glTF it would need to bake/translate the file back out to a generic state.
Last edited by Iceman9 on Fri Mar 29, 2019 7:35 pm, edited 1 time in total.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Fri Mar 29, 2019 7:26 pm

Notiusweb Fri Mar 29, 2019 7:26 pm
That's what I love about Octane Render, it is very out of the box indeed...
I mean, right out of the box it is out of the box.

Speaking of Unity -
Otoy, can someone tell us what is the deal with Unity plugin...is it now part of Enterprise?
If it is, and you have a full Enterprise subscription for full GPU usage, is this working in Unity, as in you can use all of your GPUs?

And - Most important to me - why does Unity have its own special thread location in the forum, and poor Unreal is thrown in with the other plugins... :x
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Re: OctaneRender™ 2019.1 XB1

Postby divasoft » Sat Mar 30, 2019 11:02 am

divasoft Sat Mar 30, 2019 11:02 am
Goldorak wrote:Also directional dirt is in development, but we plan to make it.
controllable with OSL

This means that ordinary users, not programmers, will not be able to use it. (
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Re: OctaneRender™ 2019.1 XB1

Postby coilbook » Sat Mar 30, 2019 11:31 pm

coilbook Sat Mar 30, 2019 11:31 pm
Goldorak wrote:Also directional dirt is in development, but we plan to make it 1) optimized for RTX and 2) controllable with OSL and 3) fast. Same thing with curvature maps. Don’t know what exact release these will be in, so we didn’t make a slide for them at GTC.



can we get a normal UI like other GPUs renderers have to control direction of dirt?
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Re: OctaneRender™ 2019.1 XB1

Postby Goldorak » Sun Mar 31, 2019 2:51 am

Goldorak Sun Mar 31, 2019 2:51 am
divasoft wrote:
Goldorak wrote:Also directional dirt is in development, but we plan to make it.
controllable with OSL

This means that ordinary users, not programmers, will not be able to use it. (


No it means we will have a node written in osl that can be used by artists, just like the universal camera node is written in OSL, even though artists don’t realize it.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Tue Apr 02, 2019 12:12 am

Notiusweb Tue Apr 02, 2019 12:12 am
Bepeg4D mentioned in another thread he would like to see candles in someone's render show more glow.

To me, the only way to accomplish this would be to
(1) amp the Bloom and hit it with a cuttoff, and hope it works, or
(2) boost the emitter strength of the flame, but then this would also affect the scene's achieved lighting thus far
(3) apply postwork in a Photoshop-like application

BUT - an even better 4th option would be for Otoy to put in a fake glow material, which would then allow us the ability to independently tweak the glow of a light source, while not relying on Bloom, not affecting the lighting, and not requiring postwork in another app.
Right?.....
RIGHT?!! :evil:

For emitters we already have that Light ID system, maybe add in a glow intensity, even if to only interact with Bloom.
This would be FABULICIOUS
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Re: OctaneRender™ 2019.1 XB1

Postby Iceman9 » Wed Apr 03, 2019 12:12 am

Iceman9 Wed Apr 03, 2019 12:12 am
I don’t why we would need or want a fake glow material. This seems like a failure to understand and deploy the tools already available.

We have lights, we have two flavors of emissive materials. And we have the ability to dial in light intensity and size/characteristics of all three. We also have ways to achieve volumetric light and post-processing bloom & glare.

Heightened specularity and/or reflectivity will increase glow. One can make a light object invisible to the camera, yet still light producing. One can make a material that is transparent but emissive.

Often what makes something appear extra shiny is a glint of brightness against a dull/dark backdrop or context.

Depth of field will also factor in to make light in the scene more “fuzzy”

‘Glow’ is merely a function of light and environment. Someone who knows the tools should be able to achieve about anything they could imagine. If someone wants godrays...there are tutorials for that. (Fog + light, particularly small backlight)

If someone wants totally contrived light flares....that can often be done with camera post effects (glare) Perhaps there is an argument for Octane to add a more explicit lens flare post effect, though one can create them currently in Octane.

I suggest studying photography where real (or lens induced) glow, glints and light flares occur.

The Bloom/glare threshold in Octane 2019 will be a big enhancement to more targeted/refined use of bloom and glare...which should make any 'glow' lover happy.
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Wed Apr 03, 2019 12:00 pm

Notiusweb Wed Apr 03, 2019 12:00 pm
Iceman9 wrote:If someone wants totally contrived light flares....that can often be done with camera post effects (glare) Perhaps there is an argument for Octane to add a more explicit lens flare post effect, though one can create them currently in Octane.



Otoy - In a toon or anime environment, a Fake Glow will come in very very handy. Especially when we are going for more of the spectacular laser-lightning-magic FX...
In fact, the more fake it is, the more psychedelic the effect can be.
And, the fact that it is fake will mean little burden on the GPU to render it.

Also, Iceman mentions lensglares & lightflares...
Can you imagine how awesome your product will be if you have this - post-like glares, glints, lightflares, rays...etc. With different colors and variants, like a fire, lightning, laser, energy, light beam, etc....
Everyone will be tempted to try it!
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Re: OctaneRender™ 2019.1 XB1

Postby FrankPooleFloating » Wed Apr 03, 2019 4:03 pm

FrankPooleFloating Wed Apr 03, 2019 4:03 pm
:? Octane is a Physically Based Renderererer.....

And dude, I really, truly, hope I never see again (and especially hear) the word you have above in BOLD PINK.
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Re: OctaneRender™ 2019.1 XB1

Postby Despot » Wed Apr 03, 2019 4:13 pm

Despot Wed Apr 03, 2019 4:13 pm
FrankPooleFloating wrote::? Octane is a Physically Based Renderererer.....

And dude, I really, truly, hope I never see again (and especially hear) the word you have above in BOLD PINK.


A few too many 'er's' there dude, two, in fact... ;)
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