NEW : Preview of OctaneRender 1.5

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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby ashurao » Mon Nov 25, 2013 6:25 pm

ashurao Mon Nov 25, 2013 6:25 pm
Hello,

This is great news. I'm looking forward to testing this new update.
With these new features, plugins will they still useful?
We just have to export with alembic file, from C4D for exemple, right?
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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby merid888 » Mon Nov 25, 2013 8:49 pm

merid888 Mon Nov 25, 2013 8:49 pm
amazing, waiting for next reléase
thank you octanerender team !! :D
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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby Elvissuperstar007 » Mon Nov 25, 2013 9:24 pm

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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby RayTracey » Tue Nov 26, 2013 12:44 am

RayTracey Tue Nov 26, 2013 12:44 am
gabrielefx wrote:very good!


Thanks!

gabrielefx wrote:is it possible to set on-off visibility in reflections?

i see the car reflected on the floor but invisibile, is it possible to do the inverse?


Visibility of reflections is not possible.

pixelrush wrote:Hmmm yeah, objects need to be made invisible in reflections too, otherwise very good. 8-)

You can make objects completely invisible using their general visibility.

suvakas wrote:Awesome!!!! Just awesome... thank you so much for this feature. 8-)
And when it's invisible for camera it doesn't generate alpha, right?

Suv


Thanks Suv, invisible objects shouldn't generate alpha.

bepeg4d wrote:great, well done, thanks for sharing, Sam :D
ciao beppe

Thanks Beppe

ashurao wrote:Hello,

This is great news. I'm looking forward to testing this new update.
With these new features, plugins will they still useful?
We just have to export with alembic file, from C4D for exemple, right?


This feature will be exposed through the API, so the plugins will have it as well. Alembic is just a file format to interchange animated scenes between plugins, plugins to standalone or plugins to cloud.
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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby Andygraph3D » Wed Nov 27, 2013 8:19 am

Andygraph3D Wed Nov 27, 2013 8:19 am
hmm ... but this new feature will give more speed to render ?
if i have many opacity map and esclude the cast shadow, the render will be more speed ?
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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby gabrielefx » Wed Nov 27, 2013 8:30 am

gabrielefx Wed Nov 27, 2013 8:30 am
now is possible to create a dome with an HDR texture applied on it and use the sun.
The dome will not cast shadows and we will use hdrs+sun.
simple!
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Postby tegatwork » Wed Nov 27, 2013 9:08 am

tegatwork Wed Nov 27, 2013 9:08 am
HDR + sun? What a great news, i'm very missing that feature...
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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby Andygraph3D » Wed Nov 27, 2013 9:25 am

Andygraph3D Wed Nov 27, 2013 9:25 am
ok hdr + sun but .. the hdr + sun work on all scene but if i dont want the cast shadow only one object ?
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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby Sighman » Wed Nov 27, 2013 9:53 pm

Sighman Wed Nov 27, 2013 9:53 pm
Andygraph3D wrote:ok hdr + sun but .. the hdr + sun work on all scene but if i dont want the cast shadow only one object ?


According to the initial post, the object that you don't want to have a shadow for must have its own 'object' ID. I don't know how object IDs are assigned but this will need to be a function of the OBJ exporter or plugin.
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Re: NEW : Preview of OctaneRender 1.5 Per object visibility

Postby enricocerica » Mon Dec 02, 2013 11:39 am

enricocerica Mon Dec 02, 2013 11:39 am
Sighman wrote:
Andygraph3D wrote:ok hdr + sun but .. the hdr + sun work on all scene but if i dont want the cast shadow only one object ?


According to the initial post, the object that you don't want to have a shadow for must have its own 'object' ID. I don't know how object IDs are assigned but this will need to be a function of the OBJ exporter or plugin.


I think it simply means that the object should be exported individualy and imported in a dedicated mesh node.
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