I don't know how hard is to implement certain passes; Cycles has a bunch of passes (diffuse, glossy, transmission, shadow, emission... for direct & indirect bounces) and render layers too and Cycles is an unbiased (afaik) path-tracer that runs on the GPU. But maybe because Octane is a spectral renderer, this is harder to do, dunno...
What I remember is that it was stated several times (even by Radiance in the old RS days) that for Octane compositing passes are not a priority, because the whole Octane philosophy is "do it all in one pass with real-time feedback". This philosophy kinda works well for the fields that Octane is most meant for ie. archviz & productviz and less for animations where compositing and render layers are a must.
I would like to see more support for passes and compositing stuff too. Shadow-catcher and disabling objects for camera rays are two things that are really used a lot, even in "simple" productviz.
Render Passes
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+1
Win Vista Integral x64 | 2 x GTX 460 | Quad 2,4 GHz | 8 GB
Indeed, a Shadow-catcher material can't be so tricky and it is one of the mostly missing features.
More passes would probably consume more VRam buffer but some of them are really useful.
More passes would probably consume more VRam buffer but some of them are really useful.
- RealityFox
- Posts: 273
- Joined: Sat May 05, 2012 1:43 pm
This would be quite useful, hopefully they are going to do it in later versions (hopefully in the first fully released version)
+1
+1
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http://www.arnaudzanderigo.com
Win 7 / 64 bits, i7 2600k 3.4 Ghz, GTX 580 1.5 Gb, 16 Gb Ram, Motherboard P8Z68-V Pro
Win 7 / 64 bits, i7 2600k 3.4 Ghz, GTX 580 1.5 Gb, 16 Gb Ram, Motherboard P8Z68-V Pro
- cyrillweiss
- Posts: 91
- Joined: Wed Jun 02, 2010 2:52 pm
+1 

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