OctaneRender™ Standalone 1.17

A forum where development builds are posted for testing by the community.
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Seekerfinder
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abstrax wrote:We should rather focus more on improving the live material database.
I couldn't agree more. After more than 3 years it's still very sparse compared to the competition and it seems neglected somewhat. Some materials are really good. Others are good but seem bloated / overly complex.

Does Otoy have a strategy with regards to improving / expanding the database or is it just a matter of hoping and waiting until the users step up to the plate?

With all the plugins coming, I know a lot of potential (less geeky) users will be attracted by the ease of dropping a material onto an object with near instant brilliant results, rather than figuring out Octane's shader or node system.

If I were you guys I would appoint someone for just such a mission. Just a thought...

Seeker
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cfrank78
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Eyeballs are your best friend here.

Everybody who is calling for "physically based" magic tables: It would be a lot of work to integrate nk-tables into Octane for absolutely no benefit. They hardly look any better than manually set up materials using a falloff and matching colors. The major disadvantage of them is that they give you absolutely no flexibility and in the case of gold you would need dozens of different look up tables, because there are so many variations out there.

We should rather focus more on improving the live material database.
I absolutely agree with you! For example Reolands Gold is very good and me as a goldsmith, who allways has different types of gold in front of himselft, has a good eye for this material. But its hard for me to work with leather, glass and so on. Reolands gold is good, because the physics of the gold is correct, but it is too red. It nearly looks like polished copper or at least red gold. If you want yellow gold you have to desaturate reolands material and also set the roughness lower. For Whitegold the roughness needs to be set higher and so on. So i just have to change the "roughness" and the colour of it and it fits perfectly, but you HAVE TO KNOW HOW IT LOOKS IN THE REALITY, what sometimes is for a unknown user pretty hard and should not be the users only option. Also one thing to mention here is that gold and gemstones ONLY look good if you set up the light correctly. You can have the best gold and best diamond, but if the light is set up wrong, the materials look very strange/wrong.

What i would want is a base of "physically" correct precious metals, gemstones like sapphire, ruby, diamond, glass, and so on, where i as a user can be sure that the material is RIGHT as it is and it is my work to make it look real via the light setup and other things. If i would have the basic of a correct material, the rest of the work is very simple. Please my friends, this would be SOOOOO helpful in the Octane Workflow!

As i allready said. I am a Goldsmith and i hold my jewelry beside my monitor to compare if the materials look the same way. Colour, reflection and so on.

If you guys are interrested, we could connect and i can help you to set up this database, cause i have here any Stone, Material you can imagine - platinum, whitegold, red gold, greengold, yellow gold, copper. So if you want to, we can do that. Just PM me or contact me and LETS GO!

Thanks in advance Chris!
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FrankPooleFloating
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Joined: Thu Nov 29, 2012 3:48 pm

About 5 minutes after you announced Octane Cloud Render, I had the
revelation that you should incentivize the Live DB with Render Cloud
credits - for materials that are added and receive positive feedback
(or a vote system etc)...

I started a thread about this:

http://render.otoy.com/forum/viewtopic.php?f=9&t=29593

I really think you chaps should do this. Only paying us cold hard cash
for making materials and contributing would do a better/quicker job
of taking the Live DB where it should be.
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Rikk The Gaijin
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Thank you for this release, finally no more black artifacts in the normal map! 8-)
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BorisGoreta
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Why are bump maps inverted ? If it is a bump and not a dent then it should stick out of the surface. Currently what is white in the image dents the surface inwards.
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abstrax
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BorisGoreta wrote:Why are bump maps inverted ? If it is a bump and not a dent then it should stick out of the surface. Currently what is white in the image dents the surface inwards.
That's because someone didn't pay enough attention in the beginning of the development of Octane and now there are many many scene files and materials which are set up for the incorrect behaviour and would get broken, if we would switch it.

We would prefer to fix the problem (easy), but we are not sure what the users would say.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
kavorka
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abstrax wrote:
BorisGoreta wrote:Why are bump maps inverted ? If it is a bump and not a dent then it should stick out of the surface. Currently what is white in the image dents the surface inwards.
That's because someone didn't pay enough attention in the beginning of the development of Octane and now there are many many scene files and materials which are set up for the incorrect behaviour and would get broken, if we would switch it.

We would prefer to fix the problem (easy), but we are not sure what the users would say.
I'd say change it and make it clear it was changed. Sooner the better.
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Elvissuperstar007
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abstrax wrote:
BorisGoreta wrote:Why are bump maps inverted ? If it is a bump and not a dent then it should stick out of the surface. Currently what is white in the image dents the surface inwards.
That's because someone didn't pay enough attention in the beginning of the development of Octane and now there are many many scene files and materials which are set up for the incorrect behaviour and would get broken, if we would switch it.

We would prefer to fix the problem (easy), but we are not sure what the users would say.
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pixelrush
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It is actually wrong ATM so I think it really ought to be fixed in v1.2.
If that stuffs up some scenes for people they can keep 1.17 around as well while they transition.
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mbetke
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kavorka wrote:
abstrax wrote:
BorisGoreta wrote:Why are bump maps inverted ? If it is a bump and not a dent then it should stick out of the surface. Currently what is white in the image dents the surface inwards.
That's because someone didn't pay enough attention in the beginning of the development of Octane and now there are many many scene files and materials which are set up for the incorrect behaviour and would get broken, if we would switch it.

We would prefer to fix the problem (easy), but we are not sure what the users would say.
I'd say change it and make it clear it was changed. Sooner the better.
Yes please fix it!
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