hgarrou wrote:While I know this is not for production, I've been using it for two days now. We're doing CG food for an egg grower and the frames are rather large so any increased render speed is worth trying the new plugin.
That said.....this is amazingly solid. Not a single crash, rendering 4K frames and above non stop. From the Maya plugin, on windows 10, on one 2080 Ti and one 2070 Super. So far everything works as promised. So much better than 2019.2 XB1.
A lot of mud is slung at OTOY in this forum, so let it be known, I am incredibly satisfied at this time and can't wait to see the new script nodes implemented, new features, et. al.
Thanks again OTOY
ff7darkcloud wrote:I decided to upgrade my v4 license and get a slave node license, but there is no way do download the slave client. How can I use 2020 on my slave computer?
funk wrote:OTOY team, can you please post a sample file for those Vectron Volume screenshots? I can't figure out how its done.
Jolbertoquini wrote:Hi Guys,
Alembic cache sequences is that a way to add a support of alembic sequence? I have huge caches for particles and I would like to use only standalone to save time on load from the plug (Maya for me
fantome wrote:Jolbertoquini wrote:Hi Guys,
Alembic cache sequences is that a way to add a support of alembic sequence? I have huge caches for particles and I would like to use only standalone to save time on load from the plug (Maya for me
by that you mean be able to load something like this in standalone :
my_particle_sim.0001.abc
my_particle_sim.0002.abc
....
my_particle_sim.####.abc
with one abc cache per frame ?
because particle sequence store as a single .abc with the @width attrribute for the @pscale work smoothly in standalone.
basically you just put this in a wrangle before writting your .abc
@width = @pscale;
you export a single abc file containing your frames
my_particle_sim.abc
and you will get radius / motion blur working smoothly.
colorPP and opacityPP are impossible to get directly with a direct read. it looks 2020 will solve this .
For pre-2020 version you have to use a tricks to write @Cd and @Alpha in a COP's texture for each frame, where each pixel coord is equivalent to particle id. and then read this with the Instance color node.
If otoy allow reading of .abc sequence i' m afraid we will not be able to get motion blur. because at the moment we have this problem for instance created with a scatter node. when you load sequence of xform, octane is unable to compute motion blur , and this is a big problems.
cheers
E
Notiusweb wrote:Is it possible that OSL shaders no longer work in this version, the compiler accepts code it but it does nothing?
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