all this stuff is ready yet
the truck animation is a good example...
please Karba do some tests with dynamics applied to hair, I'm curious.
Octane 2.0 Object Motion Blur and some other features
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If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
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We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Yep, I'm very curious about it too...gabrielefx wrote:please Karba do some tests with dynamics applied to hair, I'm curious.
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Wow, stunning!!
QUESTION:
For the random instance colouring, will we pick a range? Looks like you chose white & black there. How will this work?
Cheers,
Seeker
QUESTION:
For the random instance colouring, will we pick a range? Looks like you chose white & black there. How will this work?
Cheers,
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
- MistAjuliax
- Posts: 142
- Joined: Wed Nov 21, 2012 10:49 am
Karba wrote:No, it doesn'tgrimm wrote:Does the displacement use on-board tessellation? Very impressive!
Hi Karba,
as usual you achieve a great work, and i wonder how does the displacement work ?
Does it work like traditional grayscale displacement mapping that encodes the difference between the high-resolution model and the low-resolution model, using the low-res model's UV coordinates or like Vector displacement that uses a similar process, except it also uses the high-res model's UV coordinates, creating a correspondence between the two UVs ???
Win 10 pro 64 / GTX 1070ti, gtx 1070 / FX8320E / 16Go DRR4
Great demo ! Hey Karba, is the driver of the truck safe ? I noticed that there are no visible air brake tubes between the tractor and the trailer !
Hmm, forget : I think that there is no driver as well !
Hmm, forget : I think that there is no driver as well !

French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
Hey, really impressive!!
Q: will the hair strand primitive be defined inside the .ocs too, or it will be just a Alembic thing?
Q: will the hair strand primitive be defined inside the .ocs too, or it will be just a Alembic thing?
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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