hey im new here and i want to give you some credits. this piece of software is mindblowing. i have seen many things in 3d but this is totally awesome... so enough fanboy-gibberish

greets
n.drew
what do you mean with spd-mapping ? spectral power distributions ? yes, those exist already in the current version but the node is disabled because i haven't finished the UI, will do in 2.3.valentine wrote:@radiance: do u mean beta 2.0 or final 2.0? are there any plans to implement spd-mapping? sss and spd are crucial features for me.
@n.drew: wiede?
Hey,valentine wrote:wow, thx for your quick reply - especially since it's sunday
with spd i meant sub polygon displacement. im expanding my pipeline to vector-displacement (rgb = xyz normal offset instead of black/white = zero/full normal offset) during my current projects so this is kinda crucial to me. also i think that the implementation of those features should be pretty doable, especially since nvidia released their realtime »tesselation« thingie (i think in conjunction with directx11).
i can imagine, that people bug u periodically with release-date questions etc. the thing is: for me it's a no-brainer that i'm gonna expand my pipeline (mental ray and vray) with octane - but i'd really like to know when i'll be able to really use it in production with crucial stuff like instancing, sss and spd.
btw: kudos to u! i really appreciate ur effort in this direction of rendering in general - keep it going.
regards,
jannis
hi again,radiance wrote:Hey,valentine wrote:wow, thx for your quick reply - especially since it's sunday
with spd i meant sub polygon displacement. im expanding my pipeline to vector-displacement (rgb = xyz normal offset instead of black/white = zero/full normal offset) during my current projects so this is kinda crucial to me. also i think that the implementation of those features should be pretty doable, especially since nvidia released their realtime »tesselation« thingie (i think in conjunction with directx11).
i can imagine, that people bug u periodically with release-date questions etc. the thing is: for me it's a no-brainer that i'm gonna expand my pipeline (mental ray and vray) with octane - but i'd really like to know when i'll be able to really use it in production with crucial stuff like instancing, sss and spd.
btw: kudos to u! i really appreciate ur effort in this direction of rendering in general - keep it going.
regards,
jannis
micropoly displacement is not going to be implemented in v1.0.
it's not easy to map to a GPU raytracer and it has never been done before.
The tessellation feature of newer GPUs is something that's not available in cuda applications and also does not work for a raytracer, which works entirely different than an opengl or directx shading pipeline.
This is a feature i would like to start 'experimenting' on when the basics are finished in the near future, not something that's going to be added to octane in v1.0.
Radiance
we've already a node based system with various nodes, including perlin noise. (it's called the turbulence texture).valentine wrote:hi again,radiance wrote:Hey,valentine wrote:wow, thx for your quick reply - especially since it's sunday
with spd i meant sub polygon displacement. im expanding my pipeline to vector-displacement (rgb = xyz normal offset instead of black/white = zero/full normal offset) during my current projects so this is kinda crucial to me. also i think that the implementation of those features should be pretty doable, especially since nvidia released their realtime »tesselation« thingie (i think in conjunction with directx11).
i can imagine, that people bug u periodically with release-date questions etc. the thing is: for me it's a no-brainer that i'm gonna expand my pipeline (mental ray and vray) with octane - but i'd really like to know when i'll be able to really use it in production with crucial stuff like instancing, sss and spd.
btw: kudos to u! i really appreciate ur effort in this direction of rendering in general - keep it going.
regards,
jannis
micropoly displacement is not going to be implemented in v1.0.
it's not easy to map to a GPU raytracer and it has never been done before.
The tessellation feature of newer GPUs is something that's not available in cuda applications and also does not work for a raytracer, which works entirely different than an opengl or directx shading pipeline.
This is a feature i would like to start 'experimenting' on when the basics are finished in the near future, not something that's going to be added to octane in v1.0.
Radiance
i thought that the tesselation is implemented into the hardware and thus uncoupled from the rasterization process. also i thought that nvidia provided stuff like recursion and dynamic data tree structures with cuda in general. but it seems that this is not (entirely) the case.
ok, then again: i expect octane 1.0 to be released by u guys in several months. so, i don't wanna hustle u into saying something that u can't adhere later on. i'm just interested in when this kind of workflow (realtime pathtracing) will be available for serious production needs.
btw, i forgot one thing to ask yesterday: what about procedural noise-based 3d- and 2d-shaders. are there any plans to implement stuff like perlin noise etc.? (u can find a great implementation of different noise-functions in cinema 4d)
regards