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Re: new features by community request

PostPosted: Fri Jun 13, 2014 4:47 am
by aLeXXtoR
MattRM wrote:Hi aLexxtoR,

I tried convert hair to polygon after to curves and export with alembic exporter from octane, not worked... snifff... Just need to wait the alembic update for blender that convert hair to curves for Octane 2.0. FOR DEV, like JimStar :D Convert directly hair to curves or use the Cycles base, for 2500 hairs (smooth curves based on spline hair), one hour to have curves generated :lol: .

Matt

Hi, Matt!

Thanks for sharing! I used Object option for rendering hair with Octane (maybe not the best idea, but it worked for me). Will wait 2.0 plugin for the "real" hair. :)

Alex.

Re: NEW: You asked, we delivered: OTOY releases OctaneRender™ 2 with a dozen new features by community request

PostPosted: Fri Jun 13, 2014 9:10 am
by miko3d
kavorka wrote:
daveyt wrote:So been trying to use hair and fur in v 2.0 but I'm guessing it
does not work yet as I cannot find any information on how to do this,
can a developer shed any light on this,

I'm using blender and have the plugin,

regards



The integrated plugin doesnt use 2.0 yet, so you have to wait. Also, I don't think you can use the alembic export yet to get it to standalone because I don't think the current alembic exporter exports that data. I don't know though.
It seems to be one of those features that exists, but you can't really use yet.


Never used blender but as a general Alembic note,You can export polycurves hair using alembic to standalone and render using the new fur primitives,it works fine.You can also have attributes in the alembic file for the hair like "width" and pass it to the render,Pretty sweet.
Im exporting hair using alembic from houdini and works great,you need to check if your source 3D package can export polycurves to alembic.

We need now:

A list with ALL the attributes that Octane recognizes so we can properly setup our Hair.
New optimized shader model for the hair.

Thanks a lot for all the hard work guys,looking pretty cool!

Re: NEW: You asked, we delivered: OTOY releases OctaneRender™ 2 with a dozen new features by community request

PostPosted: Fri Jun 13, 2014 9:17 am
by MattRM
miko3d wrote:
kavorka wrote:
daveyt wrote:So been trying to use hair and fur in v 2.0 but I'm guessing it
does not work yet as I cannot find any information on how to do this,
can a developer shed any light on this,

I'm using blender and have the plugin,

regards



The integrated plugin doesnt use 2.0 yet, so you have to wait. Also, I don't think you can use the alembic export yet to get it to standalone because I don't think the current alembic exporter exports that data. I don't know though.
It seems to be one of those features that exists, but you can't really use yet.


Never used blender but as a general Alembic note,You can export polycurves hair using alembic to standalone and render using the new fur primitives,it works fine.You can also have attributes in the alembic file for the hair like "width" and pass it to the render,Pretty sweet.
Im exporting hair using alembic from houdini and works great,you need to check if your source 3D package can export polycurves to alembic.

We need now:

A list with ALL the attributes that Octane recognizes so we can properly setup our Hair.
New optimized shader model for the hair.

Thanks a lot for all the hard work guys,looking pretty cool!


Hi,

Blender not have Alembic exporter at all, only the Octane blender plugins provide the Alembic exporter, that's why we need to wait the new plugins for fur, for Blender users :cry: .

Matt


Re: NEW: You asked, we delivered: OTOY releases OctaneRender™ 2 with a dozen new features by community request

PostPosted: Fri Jun 13, 2014 10:56 am
by gueoct
abstrax wrote:To everybody who tried out the demo version and was disappointed by the speed: One thing I totally forgot is that in the demo version by default the "use priority" option is enabled for all GPUs and I think the render priority default is set to "low". Make sure that you either disable the "use priority" option in the CUDA device settings or set the render priority to "high". This will probably not make up all speed loss, but improve things.....


YES it does! Thanks!

Re: NEW: You asked, we delivered: OTOY releases OctaneRender™ 2 with a dozen new features by community request

PostPosted: Fri Jun 13, 2014 11:05 am
by gueoct
Sorry, I still do not get it!

For an upgrade of Standalone + Plugin:

1.) I only click "Octane Standalone v1.x lincense", because the plugin license comes with it for free?

OR 2.) I also click "OctaneRender for 3ds max" but get charged only $ 99?

Re: NEW: You asked, we delivered: OTOY releases OctaneRender™ 2 with a dozen new features by community request

PostPosted: Fri Jun 13, 2014 12:13 pm
by geo_n
Developers,
will you address the bump and normal map issue with the octane core in v2?

Re: NEW: You asked, we delivered: OTOY releases OctaneRender™ 2 with a dozen new features by community request

PostPosted: Fri Jun 13, 2014 12:18 pm
by whersmy
REGION RENDER KICKS ASS :o

voucher

PostPosted: Fri Jun 13, 2014 6:10 pm
by tungerz
This is great news.
Question though...
I just bought the upgrade to 2.0, but I don't see the voucher for the upgrade of my octane-blender to 2.0 when it's ready.
This is included, isn't it?

Thanks in advance for your time and knowledge

Cheers,
Tung

Re: voucher

PostPosted: Sat Jun 14, 2014 8:13 am
by pid18000
tungerz wrote:This is great news.
Question though...
I just bought the upgrade to 2.0, but I don't see the voucher for the upgrade of my octane-blender to 2.0 when it's ready.
This is included, isn't it?

Thanks in advance for your time and knowledge

Cheers,
Tung


Same question here :)

Re: NEW: You asked, we delivered: OTOY releases OctaneRender™ 2 with a dozen new features by community request

PostPosted: Sat Jun 14, 2014 10:20 am
by mib2berlin
Hi Blender use, your Octane Live Account setting for the Plugin should be changed to Version 2.0 too.

Cheers, mib