Working on it.Rikk The Gaijin wrote:will CTR+Z be implemented?
NEW: OTOY previews OctaneRender™ version 2.0, further advancing the science of CG rendering
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- Rikk The Gaijin

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Great!!!JimStar wrote:Working on it.Rikk The Gaijin wrote:will CTR+Z be implemented?
... and, how about my other questions?
agree on that!!! Really looking' forward to hands on all of those features =) & it's hard to argue, that this is probably one of the biggest steps Octane made (addition of proxies was cool, but this..)Bendbox wrote:This is GREAT news! I don't think I'll be able to wipe the smile off my face for quite a while!
Congrats once more & thanks for all the work You've been putting into making these things to happen =)
Cheers
- stratified

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I can only answer the network render question, it will use the lowest common denominator. In other words, your scene needs to fit into the GPU(s) of the network render slave for the slave to participate.Rikk The Gaijin wrote:Great!!!JimStar wrote:Working on it.Rikk The Gaijin wrote:will CTR+Z be implemented?![]()
... and, how about my other questions?
I guess the other devs will answer the rest.
cheers,
Thomas
- Rikk The Gaijin

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Ok, I was expecting thatstratified wrote:I can only answer the network render question, it will use the lowest common denominator. In other words, your scene needs to fit into the GPU(s) of the network render slave for the slave to participate.
I guess the other devs will answer the rest.
cheers,
Thomas
Will the slaves require an Octane license on each machine?
other devs, please answer! I'm frantically pressing F5 on my keyboard!
I guess it's what you would call "raster displacement", i.e. the placement is not done per vertex, but at a specific resolution in UV space (which is user specified).Rikk The Gaijin wrote:● Displacement mapping
Is it Raster displacement or Vector displacement?
It's a special primitive, which requires less memory and renders better and faster than cylinders made out of triangles. Octane doesn't create the hair itself the same way like it doesn't create any geometry. Octane can load hair from Alembic files though or get it from the plugins.● Hair and fur
Is it a proprietary system that must be created inside Octane, or can I import my hair curves from Maya/Max?
Is it compatible with Alembic animation?
If a GPU on a slave doesn't have enough memory it will fail. The same way like a local GPU would fail.● Network rendering
How is the memory handled from the network? For example, I have a bunch of PCs, all with different cards, some with 1.5GB, some with 2GB, some with 4GB, is the memory gonna be picked up from the card with lowest memory?
Will the slaves require an Octane license on each machine?
Alembic supports the storage of sub-division surface base meshes and I think weights. We don't support it yet, but we plan to do so.● OpenSubDiv
Is this gonna be available for Alembic file as well?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- Rikk The Gaijin

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Sorry I will try to be more specific, can it do this? (look at the mushroom image)I guess it's what you would call "raster displacement", i.e. the placement is not done per vertex, but at a specific resolution in UV space (which is user specified).
http://docs.pixologic.com/user-guide/3d ... ment-maps/
But does it reads curves/splines or do I still need to convert them to polygons before exporting it from my application?It's a special primitive, which requires less memory and renders better and faster than cylinders made out of triangles. Octane doesn't create the hair itself the same way like it doesn't create any geometry. Octane can load hair from Alembic files though or get it from the plugins.
Ok, got it.If a GPU on a slave doesn't have enough memory it will fail. The same way like a local GPU would fail.
But will the slaves require an Octane license on each machine?
Sounds great. Well done on getting most of the features people wanted to see.
Hoping the 3DSMax plugin is updated with all of the features for standalone
(including importing a custom background image)
So much good stuff here.
I'm guessing the answer to this would be no - but is there a way to feature OpenSubDiv within 3dsmax or would that work in standalone only? It looks much better than using max's in-built meshsmooth process.
Finally does displacment take up exactly the same amount of GPU memory as if you had loaded that level of detail geometry, or are there any optimisations?
Looking forward to seeing the AE plugin.
thanks again, great update!
Hoping the 3DSMax plugin is updated with all of the features for standalone
So much good stuff here.
I'm guessing the answer to this would be no - but is there a way to feature OpenSubDiv within 3dsmax or would that work in standalone only? It looks much better than using max's in-built meshsmooth process.
Finally does displacment take up exactly the same amount of GPU memory as if you had loaded that level of detail geometry, or are there any optimisations?
Looking forward to seeing the AE plugin.
thanks again, great update!
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
- gordonrobb

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would be good if it read curves/splines and 'created' more hair strands to follow them.Rikk The Gaijin wrote: But does it reads curves/splines or do I still need to convert them to polygons before exporting it from my application?
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