NEW : Preview of OctaneRender 1.5

Read about News and Updates regarding Octane Render in this forum.
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.
ashurao
Licensed Customer
Posts: 46
Joined: Mon Mar 07, 2011 11:06 pm

Hello,

This is great news. I'm looking forward to testing this new update.
With these new features, plugins will they still useful?
We just have to export with alembic file, from C4D for exemple, right?
Mac Pro 2010 6 cores 3,33 - Mac OS 10.11.6 - 16Go - GTX 780 3Go and GT 640 4Go - Archicad 19 - Cinema 4D R17 Visualise - Octane Render V3
User avatar (Default)
merid888

amazing, waiting for next reléase
thank you octanerender team !! :D
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2506
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

DOUBLE-SIDED MATERIALS
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
RayTracey
OctaneRender Team
Posts: 377
Joined: Sat Jan 16, 2010 10:58 pm
Location: Auckland, New Zealand
Contact:

gabrielefx wrote:very good!
Thanks!
gabrielefx wrote:is it possible to set on-off visibility in reflections?

i see the car reflected on the floor but invisibile, is it possible to do the inverse?
Visibility of reflections is not possible.
pixelrush wrote:Hmmm yeah, objects need to be made invisible in reflections too, otherwise very good. 8-)

You can make objects completely invisible using their general visibility.
suvakas wrote:Awesome!!!! Just awesome... thank you so much for this feature. 8-)
And when it's invisible for camera it doesn't generate alpha, right?

Suv
Thanks Suv, invisible objects shouldn't generate alpha.
bepeg4d wrote:great, well done, thanks for sharing, Sam :D
ciao beppe
Thanks Beppe
ashurao wrote:Hello,

This is great news. I'm looking forward to testing this new update.
With these new features, plugins will they still useful?
We just have to export with alembic file, from C4D for exemple, right?
This feature will be exposed through the API, so the plugins will have it as well. Alembic is just a file format to interchange animated scenes between plugins, plugins to standalone or plugins to cloud.
Andygraph3D
Licensed Customer
Posts: 268
Joined: Wed Mar 20, 2013 7:25 pm

hmm ... but this new feature will give more speed to render ?
if i have many opacity map and esclude the cast shadow, the render will be more speed ?
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

now is possible to create a dome with an HDR texture applied on it and use the sun.
The dome will not cast shadows and we will use hdrs+sun.
simple!
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
tegatwork
Licensed Customer
Posts: 112
Joined: Thu Apr 18, 2013 8:07 pm

HDR + sun? What a great news, i'm very missing that feature...
Andygraph3D
Licensed Customer
Posts: 268
Joined: Wed Mar 20, 2013 7:25 pm

ok hdr + sun but .. the hdr + sun work on all scene but if i dont want the cast shadow only one object ?
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

Andygraph3D wrote:ok hdr + sun but .. the hdr + sun work on all scene but if i dont want the cast shadow only one object ?
According to the initial post, the object that you don't want to have a shadow for must have its own 'object' ID. I don't know how object IDs are assigned but this will need to be a function of the OBJ exporter or plugin.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
User avatar
enricocerica
Licensed Customer
Posts: 1012
Joined: Wed Nov 25, 2009 7:32 pm
Contact:

Sighman wrote:
Andygraph3D wrote:ok hdr + sun but .. the hdr + sun work on all scene but if i dont want the cast shadow only one object ?
According to the initial post, the object that you don't want to have a shadow for must have its own 'object' ID. I don't know how object IDs are assigned but this will need to be a function of the OBJ exporter or plugin.
I think it simply means that the object should be exported individualy and imported in a dedicated mesh node.
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
Post Reply

Return to “News & Announcements”