for deep channel kernal what about suspending the aperture setting temporarily so everything is in focus for inspection?
also I think there should be a help note say in the bottom left of the screen telling the user what they are viewing or a basic clue like use z depth slider. sometimes you switch presets and are confronted with say an all black or all coloured render view depending on the camera position relative to the geometry. this must be confusing to people. what about a zoom to scene extents button to see where the hell you are? unclick to return to previous.
I have asked before for a material that has an emission to have an obvious icon in the top level of the outliner instead of just a ball. this makes it easy to find without expanding everything if the name isnt something obvious like 'light 1' but 'mesh 35'
OctaneRender™ Standalone v1.0 RC 1 [obsolete]
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Just so long as it's an option and not hard coded as the deep channels would be useless for thier intended purpose if they don't match the hero renders DOF settings.pixelrush wrote:for deep channel kernal what about suspending the aperture setting temporarily so everything is in focus for inspection?
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
OK, every time someone requests motion blur someone else says "don't worry about it, just use a post vector based blur."mantra wrote:guys easy for mb u can use rsmb plugin for composers
I'm the first to admit I have used 2d blur and to very good effect in the past but only because I was forced to through lack of usable 3d motion blur in the renderers I was using, or time and budgetry restraints.
Here are some reasons why motion blur is not a luxury but a neccessity if Octane is ever going to be a production ready renderer for high end animation or VFX work.
1. Not a single large studio worth their reputation will use a renderer without it.
2. 2d vector blur can give near to indistingushable results as true 3d blur in certain cases but this requires seperating elements within the shot to render as seperate layers so they can be blured and then comped back together with correct transperancy. This is not only near impossible to do in Octane or most other unbiased renderers but it is undesirable too since one of the main advantages to an unbiased solution is the ease of setup and simplification of pipeline.
3. Even splitting a render will not allow 2d blur to work in all situations. eg. Rotational blur, interframe directional changes (eg. ping pong ball bounce), complex geometry that cannot be split into layers and changes perspective ( flying around or through a tree for instance).
Out of the features not yet availible in Octane true 3d motion blur for all geometry (including deforming) with sub frame sampling options is by far the most important for animation. I know different users have different priorities so I'm only speaking from an animation point of view but without it Octane just isn't production ready for high end animation.
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
+10TBFX wrote:OK, every time someone requests motion blur someone else says "don't worry about it, just use a post vector based blur."mantra wrote:guys easy for mb u can use rsmb plugin for composers
I'm the first to admit I have used 2d blur and to very good effect in the past but only because I was forced to through lack of usable 3d motion blur in the renderers I was using, or time and budgetry restraints.
Here are some reasons why motion blur is not a luxury but a neccessity if Octane is ever going to be a production ready renderer for high end animation or VFX work.
1. Not a single large studio worth their reputation will use a renderer without it.
2. 2d vector blur can give near to indistingushable results as true 3d blur in certain cases but this requires seperating elements within the shot to render as seperate layers so they can be blured and then comped back together with correct transperancy. This is not only near impossible to do in Octane or most other unbiased renderers but it is undesirable too since one of the main advantages to an unbiased solution is the ease of setup and simplification of pipeline.
3. Even splitting a render will not allow 2d blur to work in all situations. eg. Rotational blur, interframe directional changes (eg. ping pong ball bounce), complex geometry that cannot be split into layers and changes perspective ( flying around or through a tree for instance).
Out of the features not yet availible in Octane true 3d motion blur for all geometry (including deforming) with sub frame sampling options is by far the most important for animation. I know different users have different priorities so I'm only speaking from an animation point of view but without it Octane just isn't production ready for high end animation.
T.
I totally agree with all you said.
Maya 2013 / W7 64bit / Intel i7 980 / 24GB / Gigabyte gtx 580 3GB + 2*EVGA gtx 680 4gb / MB Gigabyte X58A-UD3R / NZXT Phantom - white/black case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
Maya 2013/W7 64bit/Intel i7 3820/16GB/ MB Gigabyte GA-X79-UD3 /4*EVGA gtx 680 4gb/SSD 6Gb.s /CM HAF X case
- Elvissuperstar007
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- Location: Ukraine/Russia
- Contact:
jmfowler wrote:+10TBFX wrote:OK, every time someone requests motion blur someone else says "don't worry about it, just use a post vector based blur."mantra wrote:guys easy for mb u can use rsmb plugin for composers
I'm the first to admit I have used 2d blur and to very good effect in the past but only because I was forced to through lack of usable 3d motion blur in the renderers I was using, or time and budgetry restraints.
Here are some reasons why motion blur is not a luxury but a neccessity if Octane is ever going to be a production ready renderer for high end animation or VFX work.
1. Not a single large studio worth their reputation will use a renderer without it.
2. 2d vector blur can give near to indistingushable results as true 3d blur in certain cases but this requires seperating elements within the shot to render as seperate layers so they can be blured and then comped back together with correct transperancy. This is not only near impossible to do in Octane or most other unbiased renderers but it is undesirable too since one of the main advantages to an unbiased solution is the ease of setup and simplification of pipeline.
3. Even splitting a render will not allow 2d blur to work in all situations. eg. Rotational blur, interframe directional changes (eg. ping pong ball bounce), complex geometry that cannot be split into layers and changes perspective ( flying around or through a tree for instance).
Out of the features not yet availible in Octane true 3d motion blur for all geometry (including deforming) with sub frame sampling options is by far the most important for animation. I know different users have different priorities so I'm only speaking from an animation point of view but without it Octane just isn't production ready for high end animation.
T.
I totally agree with all you said.
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Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Karba wrote:Sun caustic (caustic blur = 0.003) through a specular material.


ciao beppe
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
Didn't noticed that ! Greatroeland wrote:Hi,
If you select a geometry group there is a button in the node inspector to increase the number of inputs.
--
Roeland

Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
little bug in the mac version, in win 7 there is no issue.
if you download a material from the live db and then you copy and paste it, all the textures embedded in the ocm are gone.
ciao beppe
if you download a material from the live db and then you copy and paste it, all the textures embedded in the ocm are gone.
ciao beppe
MOTION BLUR guys, come-on!
Not to mention that a quick look at the features page, has been pretty heavily modified from the buy in point.
That being said, I'm fine with allowing some leeway when things are being changed during development, but the fact is that there is nothing helping me get my animation work done with this tool, and I thought there was going to be a new file format that would be communicating more information and that's why the blender plug-in had to be done via 3rd party people.
Not to mention that a quick look at the features page, has been pretty heavily modified from the buy in point.
That being said, I'm fine with allowing some leeway when things are being changed during development, but the fact is that there is nothing helping me get my animation work done with this tool, and I thought there was going to be a new file format that would be communicating more information and that's why the blender plug-in had to be done via 3rd party people.
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!