OctaneRender™ 2020.2 XB4

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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby Goldorak » Mon Oct 26, 2020 11:09 pm

Goldorak Mon Oct 26, 2020 11:09 pm
The fast fog is just z-depth added with a color. I made examples in an internal build, let me confirm these work OK with XB4 before sharing. Also we are working on CM masks, OSL filers and more, but this is for the release after 2020.2 (now in development).
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby wallace » Tue Oct 27, 2020 12:07 am

wallace Tue Oct 27, 2020 12:07 am
linograndiotoy wrote:Both Texture and Vertex Displacement are not working in 2020.2 XB4.
Test scene attached.

Displacement.ocs


Thanks for the report, vertex displacement is fixed and will be in the next release.
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby Despot » Tue Oct 27, 2020 1:07 pm

Despot Tue Oct 27, 2020 1:07 pm
pegot wrote:
Despot wrote:Can somebody share how to get 'fast fog' working please ?

+1

In addition to some instruction on using Fast Fog, could Otoy also post some step by steps on getting Composite AOV and multi-light stuff to work? I tried following the videos below but nothing in this latest version corresponds to those instructions; I’m completely lost on how to set this stuff up.

https://youtu.be/VePd2XXDEZ0
https://youtu.be/At-IdZEWTmw


Exactly, it's all as clear as fog...
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby vijay » Tue Oct 27, 2020 8:43 pm

vijay Tue Oct 27, 2020 8:43 pm
funk wrote:Thanks team. This is looking like a great release.

I'm just going to post a crash I ran into. I'll have some feedback later.

BUG: Crash adding a composite aov to a mask pin

1. Load the OCS
2. Select the render target to start rendering
3. Select the "Comp1" pass in the viewport
4. Select the "Input 1" node, click "mask" > "composite aov"

Octane crashes


Thanks for the report, will be fixed in the next release
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby vijay » Tue Oct 27, 2020 9:31 pm

vijay Tue Oct 27, 2020 9:31 pm
funk wrote:Composite AOVs are really cool. There is a lot to like here, but I'm going to talk about what I think needs to be improved.


What I don't like:

* I think the interface takes up a lot of space and feels kind of clunky, requiring too much clicking to drill down.
If I select the Composite AOV group > expand input 1 Composite AOV > expand layer 1 Composite AOV layer > expand input (so I can adjust scale), then do this for 4 more layers, I have already filled the height of the node inspector on my screen.
Compare this to the amount of screen space 4 layers use up in photoshop (EDIT: not a good comparison... For light mixing, lets compare to corona or vray 5's light mix GUI. It's a lot more compact).


* When adding a layer, it adds it to the bottom, but I think it should be the top.
If I have my environment pass at the bottom (using normal blend mode), then think of an additional pass I want to add (eg. a new light pass), it adds it to the bottom below the environment.
I then need to disconnect all my pins and rearrange them to get the new light pass above my environment.
Maybe we need some new UI widgets to move layers up and down?


Bugs?

* The imager vignette isnt added to comps, and there is no way to add it as a render pass.

* Deleting a composite aov doesnt update the orange/green buttons under the viewport. You have to restart the render.


Feature Requests:

* Allow us to connect post processing nodes directly to a comp in some way.
Comping a post processing render pass doesnt look correct once you change one of your light pass's color/scale.
The glow around the light is still using the color/brightness from the original render.
Post processing needs to work "live" on the comp's output.

* Allow us to use texture nodes as "effect" layers.
I would like to use the OSL texture or color correction node to change hue/saturation/gamma etc of a render pass or entire comp.

* Allow cryptomatte passes to be used as masks.
I havent thought about how the UI would work, but I'd like to be able to mask an item, then color correct it.


Thanks for your comments on the new composite AOV system. I will fix the above said bugs in an upcoming build. Texture nodes and OSl are currently not possible in the composite system, but we will consider adding these in future. Cryptomatte passes will follow soon in an upcoming build this is not straight forward as other render passes need some more work, but will add those soon. Regarding the composite AOV node system interface, we wanted to get something general (unlike corona or vray specific for light mix) and composite nodes are displayed as same as how we show other nodes in the interface, I will discuss it with the team and will try to improve as much as possible in future.
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby pegot » Tue Oct 27, 2020 10:55 pm

pegot Tue Oct 27, 2020 10:55 pm
Again, are there any clear instructions for us to start experimenting with Composite AOV's? The videos previously posted were of no help whatsoever to me. Can Otoy post just a simple step-by-step?
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby vijay » Tue Oct 27, 2020 10:58 pm

vijay Tue Oct 27, 2020 10:58 pm
pegot wrote:Again, are there any clear instructions for us to start experimenting with Composite AOV's? The videos previously posted were of no help whatsoever to me. Can Otoy post just a simple step-by-step?


I'll post a couple of sample scenes soon. Thanks
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby vijay » Wed Oct 28, 2020 12:22 am

vijay Wed Oct 28, 2020 12:22 am
pegot wrote:Again, are there any clear instructions for us to start experimenting with Composite AOV's? The videos previously posted were of no help whatsoever to me. Can Otoy post just a simple step-by-step?


Attached a scene with a couple of examples of composite AOV.
Attachments
compositePassesexample_new2.orbx
(3.47 MiB) Downloaded 197 times
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby nejck » Wed Oct 28, 2020 8:18 am

nejck Wed Oct 28, 2020 8:18 am
I am a really big fan of opening up the compositing workflow with nodes because that really allows you to get in there and adjust things as you see fit - great for a lot of production work imho.

That said, when it comes to "LightMix", I think less is more. If a user is specifically wanting to create a LightMix type of an effect (and I can imagine a ton of people will want to do just that) then having the screen be filled with 1001 nodes won't be quite as effective - It'll probably be somewhat similar to how materials of old needed to be mixed together to get a fairly basic universal material. And while that worked, I think everyone is trying to move out of that a bit.

To that end, I think it would make a lot of sense to look into creating a specific "LightMix" node that takes care of most of the setting up that a user would otherwise have to do. We are not just talking about saving users a lot of clicks and repeated workflows, it will also be a lot easier to spot for newcomers.

Again, really liking the compositing workflow, I just think it would make sense to have a "shortcut" node in there for LightMix that takes care of that particular workflow.
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Re: OctaneRender™ 2020.2 XB4 [current 2020.2]

Postby pegot » Wed Oct 28, 2020 7:11 pm

pegot Wed Oct 28, 2020 7:11 pm
vijay_thirukonda wrote:I'll post a couple of sample scenes soon. Thanks

Thanks! Just what I needed. This new functionality is realy exciting. I assume though it just for single renders and would not in anyway be able to work for animations?
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