feature suggestion

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vanlicht
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Posts: 139
Joined: Fri Feb 26, 2010 8:19 am
Location: Los Angeles

Hi Radiance,

I was wondering the following feature:
1. texture sequence as light source: is it coming together along the self-emitter object?
Or a separate feature?
2. Light wrapping: when the object is absorbed by light, the edge tends to be eroded away, wrapped by the light.
3. Camera translation + rotation mapping maya: I tried to figure out how to match the camera position by following [gk]'s tutorial,
but couldn't find the target information in maya, and I couldn't figure out the rotation value in Octane either.
Is there some calcuation or hidden parameter I didn't notice?
4. render pass: to render objects with layer approach, so they can be adjusted in post.

These are suggestions/ questions, which I was wondering if they are coming in the near future (e.g. beta 2.2/ 3/ or commercial version 1), or if they are in what stage of road map?

Thanks
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
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kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

Since there is this post I thought to suggest another feature.
Could we have some form of saving camera states, like position, aperture ... and then batch rendering them with some tipe of samples limits?
It could be useful to let the beast work while I sleep, I do need to sleep from time to time, lol.
I'm sure when animation is implemented we could work around this, but since I'm a lazy noob, I would like to see something like that and avoid all effort, hehehe
Thanks a lot
PS: And since I'm a newcomer I've got to say Octane is AWESOME.
Back to play with it, I'll be back in the surface sometime nextweek :lol:
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Rogue
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+1 to render passes - I am used to these in Cinema4d and Blender, and post has become essential to a lot of people.
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi,

It's already difficult to get a decent scene in current GPU memories,
so adding additional copies of the film for these passes will make the whole process consume so much video memory you won't hardly have any room left for your actual scene and textures...

i think this is only something we can implement once there are commodity GPUs available with lots of ram, during the year coming.

Radiance
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Krisonrik
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radiance wrote:Hi,

It's already difficult to get a decent scene in current GPU memories,
so adding additional copies of the film for these passes will make the whole process consume so much video memory you won't hardly have any room left for your actual scene and textures...

i think this is only something we can implement once there are commodity GPUs available with lots of ram, during the year coming.

Radiance
Or maybe create a multi-GPU version. For example, instead of using the 2nd GPU making final image, let it render different passes. I mean you already mentioned dividing film on different GPUs, would this be something similar to that? I know this may create some sort of segregation between users with single GPU and multi-GPU, but for people who are serious about using Octane for production render pipelines, I think they can shell out couple hundred bucks for additional GPUs.
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radiance
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Joined: Wed Oct 21, 2009 2:33 pm

Hey,

I will place this on our long-term todo list.
we've much more pressing things to implement first. (MLT, area lights, etc...)

Radiance
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Krisonrik
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Posts: 157
Joined: Sun Mar 14, 2010 12:51 pm

radiance wrote:Hey,

I will place this on our long-term todo list.
we've much more pressing things to implement first. (MLT, area lights, etc...)

Radiance
Oh of course, those are definitely more important and esential.
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vanlicht
Licensed Customer
Posts: 139
Joined: Fri Feb 26, 2010 8:19 am
Location: Los Angeles

vanlicht wrote:Hi Radiance,

I was wondering the following feature:
1. texture sequence as light source: is it coming together along the self-emitter object?
Or a separate feature?
2. Light wrapping: when the object is absorbed by light, the edge tends to be eroded away, wrapped by the light.
3. Camera translation + rotation mapping maya: I tried to figure out how to match the camera position by following [gk]'s tutorial,
but couldn't find the target information in maya, and I couldn't figure out the rotation value in Octane either.
Is there some calcuation or hidden parameter I didn't notice?

These are suggestions/ questions, which I was wondering if they are coming in the near future (e.g. beta 2.2/ 3/ or commercial version 1), or if they are in what stage of road map?

Thanks
Hi Radiance, I would love to have some enlightenment concerning those three questions when you have chance, thanks.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

1. area lights are coming in beta3.
2. no idea what you mean
3. scripts will be available soon, written by community members.

Radiance
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mlody47
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2. Light wrapping: when the object is absorbed by light, the edge tends to be eroded away, wrapped by the light.

Again someone want to control fresnel :mrgreen:
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AUTODESK SOFTIMAGE 2012
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