some questin about future

A public forum for discussing and asking questions about the demo version of Octane Render.
Forum rules
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
ekanS
Licensed Customer
Posts: 5
Joined: Mon Apr 12, 2010 5:56 pm
Location: Budapest, Hungary

I have a few questions:
- with the rib import (in 1.03 beta?) will octane understand TCL scripts? (Like RIB-BOX in new renderman for maya 3)
- will octane render (and save) multiple passes - like caustic, shadow, reflection, refraction - in separate files, or multi layered image file, like EXR or PSD?

sorry if my english is too bad ;)

ekanS
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

ekanS wrote:I have a few questions:
- with the rib import (in 1.03 beta?) will octane understand TCL scripts? (Like RIB-BOX in new renderman for maya 3)
- will octane render (and save) multiple passes - like caustic, shadow, reflection, refraction - in separate files, or multi layered image file, like EXR or PSD?

sorry if my english is too bad ;)

ekanS
Hi, no not initially, and we probably won't be able to render all those passes before GPU'S are available with a lot of memory to keep all those in memory while rendering. I think in version 2.0 we will work on these areas, by then you will be able to get , although expensive, fermi GPUs with lots more memory.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
redmotion
Licensed Customer
Posts: 44
Joined: Fri Apr 23, 2010 8:05 pm

radiance, I'm curious that if its possible to tweak individual settings on shaders such as the specular strength/textures/for example, why it would not be easier just to separate this information into channels (and render each channel to a separate file). So like the clay rendering button at the top - but say, for specular - couldn't you just have everything switch off except the specular component? I can kind of do this already by just setting diffuse to black.
win 7 64 | q6600 | 4gb ram | gtx 260 [196] | driver nvidia 197.13 | SketchUp7 | Softimage 2010
win 7 64 | i5-2500k | 16gb | gtx 570 | driver 275.33 | SketchUp8 Pro
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

redmotion wrote:radiance, I'm curious that if its possible to tweak individual settings on shaders such as the specular strength/textures/for example, why it would not be easier just to separate this information into channels (and render each channel to a separate file). So like the clay rendering button at the top - but say, for specular - couldn't you just have everything switch off except the specular component? I can kind of do this already by just setting diffuse to black.
If you would have to render these all separately it will take you a lot of time,
because you need to compute the whole render just to get accurate parts of it.

We will look for a solution to the channel output in the near future,
but i'm hoping quadro GPUs with fermi chips and 6GB ram etc will be of help here in the near future.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
User avatar
kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

radiance wrote:but i'm hoping quadro GPUs with fermi chips and 6GB ram etc will be of help here in the near future.
I'l have to ask for a second mortage on my house just to be able to pay for these.... lol I you put 4 wheels on top I could drive to work on it, and then maybe sell my car to pay at least one of those.... :lol:
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
ekanS
Licensed Customer
Posts: 5
Joined: Mon Apr 12, 2010 5:56 pm
Location: Budapest, Hungary

I'm think the pass requires only remains two times more memory, but lot of rendering time. I think it becouse I found this expression in renderman DOCS:

result = SpecularDirect - SpecularDirectShadow + SpecularIndirect +
SpecularEnvironment + Ambient +
DiffuseDirect + Translucence - DiffuseDirectShadow +
DiffuseIndirect + DiffuseEnvironment + Backscattering +
Subsurface + Rim + Refraction + Incandescence

As I see, you need one piece of memory for the current pass, and a equal piece for the step-by-step incremented result.

And I'm think not every pass needs raytracing, but maybe I'm wrong.

ekanS
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

ekanS wrote:I'm think the pass requires only remains two times more memory, but lot of rendering time. I think it becouse I found this expression in renderman DOCS:

result = SpecularDirect - SpecularDirectShadow + SpecularIndirect +
SpecularEnvironment + Ambient +
DiffuseDirect + Translucence - DiffuseDirectShadow +
DiffuseIndirect + DiffuseEnvironment + Backscattering +
Subsurface + Rim + Refraction + Incandescence

As I see, you need one piece of memory for the current pass, and a equal piece for the step-by-step incremented result.

And I'm think not every pass needs raytracing, but maybe I'm wrong.

ekanS
every pass needs raytracing in a physically based raytracer, we don't implement reyes rendering...
trust me, it's not as easy as this.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
ekanS
Licensed Customer
Posts: 5
Joined: Mon Apr 12, 2010 5:56 pm
Location: Budapest, Hungary

OK, ok..
I'm just a compositor, not a programmer :)
User avatar
Hawker
Licensed Customer
Posts: 68
Joined: Sat Feb 20, 2010 2:19 am

... so it's not a real multi passe engine yet :cry: :cry: :cry: :cry:
zemmuonne
Licensed Customer
Posts: 43
Joined: Mon Mar 15, 2010 12:42 pm

Hawker wrote:... so it's not a real multi passe engine yet :cry: :cry: :cry: :cry:
Don't think there are pathtracers out there with render passes support, or if tere is is minimal.
Post Reply

Return to “Demo Version Questions & Discussion”