Rikk The Gaijin wrote: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).
Sorry I will try to be more specific, can it do this? (look at the mushroom image)
http://docs.pixologic.com/user-guide/3d ... ment-maps/
No, you can't do this.
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.
But does it reads curves/splines or do I still need to convert them to polygons before exporting it from my application?
It will read the curves from the Alembic file as hair. If the thickness is stored in the file hat thickness is used, otherwise some fallback thickness is applied that is read from the import preferences.
If a GPU on a slave doesn't have enough memory it will fail. The same way like a local GPU would fail.
Ok, got it.
But will the slaves require an Octane license on each machine?
Licensing is still to be determined.