Garrick wrote:I have not read through this whole thread but I am curious if and how far off displacement maps support will be?
I probably didn't get your question, but you can already shift HDRI textures in the texture environment using the "rotation" pin, which is actually a shift of the lat/long coordinates.
abstrax wrote:... It's definitely not a full blown render passes system, which is hard to do in a path tracer anyway, since most effects are just side effects. Everything is just reflections and refractions and emissions.
abstrax wrote:resmas wrote:Hope 1.21 bring some of those features, but please take in consideration some others.
like Undo and region Rendering
Please remember, that version 1.5 won't be the last one for OctaneWould be nice if for some "simple features" that we don't have yet you guys could make a statement, for example:
Undo - Not possible for this and that reason
Region Rendering - possible but still need this and that to be available.
etc
cfrank78 wrote:I read this whole thread...........and other threads too.
Please don´t get me wrong now, but i really have to ask this question. I read VERY often: we cant implement this n that right now, cause that would slow down Octane.
The main reason of selling Octane is, that its fast. I get that. As long as you have enough GPU power. But i really must ask myself, how fast octane would be, if it had all the functionalitys like other renderengines allready have! I know and HAVE TO work with some others too, because of my clients. Arion, Thea, Iray, just to name a fiew. They all have all the functions, that users here are begging for, for years now. For me it sounds, when i read all the commends of the coders, that you have 2 options:
Option 1: fast but with not all the functionalitys, like other engines!
Option 2: slow like other engines, but more functionalitys!
Tell me if i am wrong.....but after reading all of this, it really sounds like that!
I really don´t wanna cause any trouble here, but I have to ask myself if this is so, because it sounds more and more like that.
Kind regards Chris!
In general it is true that if you add more stuff things slow down on the GPU. A lot. What we then usually do, is optimizing the heck out of the added piece of code and the corresponding data structures, plus some more optimizations in other places, to compensate for the loss. It's certainly a lot harder than adding stuff to say a CPU render engine. It's basically means, that we have to make compromizes all the time.
Obviously, we don't know how good or bad other engines can be expanded, but I recently read a BOXX intervew with Chaosgroup and they said something similar about VRay RT.
What I really miss here in the forum, is the appreciation that Octane doesn't have that much development heritage: Arion had FryRender as a pre-cursor, Thea is the successor of Kerkythea, Iray was originally developed by Mental Images, which also wrote Mental Ray. And Vray RT is an add-on of Vray. You might ask, what has that to do with GPU rendering? Well, having written some CPU render engine certainly helps with writing GPU functionality, even if you have to restructure a lot and change algorithms.
And what is even more important: Octane is maybe 10% render engine. The reset is there to get data from the user/plugin, prepare it and get it into the render engine, and then to get the results out of the render engine and somehow present to the user/plugin. And all of that interactively. A little bit like a hybrid between a game engine and a render engine. It may not sound important, but those 90% need to be written, too. And this is where actually most of our resources go. And this where the pre-cursor engines of the other GPU render engines have an advantage.
Remember, I said a while ago, that one of the reasons why we don't have motion blur is the missing animation capability. That's still true. We are currently adding that capability (at least the ability to import, store and render animated data), but those things take time. Often more time than you were hoping for. And that's why for example the node system rewrite is so important, even though it doesn't immediately provide any benefits for rendering.
I hope that answers a few questions.
Cheers,
Marcus
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