OctaneRender™ Standalone 2.10

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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Sakalakapaka
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Joined: Mon May 31, 2010 7:15 pm

Help me stratified You're my only hope :)
If You can, say something about Nvidia GTX 9xx cards and Octane. I have to decide tomorrow.

I must say that it's a huge improvement in both, noise removal and PT speed.
English is not my native language.

]Intel Core i7 4790K, 2 x Nvidia Geforce GTX 780 Ti SLI, 32GB ram, NEC SpectraView 242, Windows 7 x64
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abstrax
OctaneRender Team
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Location: Auckland, New Zealand

Sakalakapaka wrote:Help me stratified You're my only hope :)
If You can, say something about Nvidia GTX 9xx cards and Octane. I have to decide tomorrow.

I must say that it's a huge improvement in both, noise removal and PT speed.
We don't have those cards here in the office so we really can't anything about it. As soon as we have the hardware here, we will compile the Octane kernels specifically for the new CUDA shader model (which is 5.2/5.3 afaik) and will see if we can get any speed improvements out of it. We may also be able to do some tweaks on the compiler settings which can improve things.

In general I would be surprised if the GTX 980 is faster than the GTX 780 Ti, mainly because the GTX 980 have a smaller memory bandwidth. But for now this is only speculation until we have the hardware in our hands to do some proper testing.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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oguzbir
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Hi,
I would like to ask you if octane supports the " W " in UVW coordinate system?
The reason for this is I'd like to control the hair strand mappings', root and tip colours in 3ds max plugin using ornatrix hair.

if yes.. How?
if no.. Will it ever? or When?

:)
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abstrax
OctaneRender Team
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oguzbir wrote:Hi,
I would like to ask you if octane supports the " W " in UVW coordinate system?
The reason for this is I'd like to control the hair strand mappings', root and tip colours in 3ds max plugin using ornatrix hair.

if yes.. How?
if no.. Will it ever? or When?

:)
Currently it's not supported. We will probably add it some time in the future (which is why the attribute is an AT_FLOAT3). I don't know when.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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smicha wrote:Just playing with scripted graph - the script that Marcus wrote returns "script did not return a table". Am I doing something wrong?

the script is at
http://render.otoy.com/forum/viewtopic.php?f=73&t=41388
That's not how it works. Please read the documentation for the module octane.scriptgraph in the Lua API browser. I plan to convert the texture scatter script to a Lua node graph in the coming days.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Sakalakapaka
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Joined: Mon May 31, 2010 7:15 pm

abstrax -- Thanks a lot :) This will help me decide.
English is not my native language.

]Intel Core i7 4790K, 2 x Nvidia Geforce GTX 780 Ti SLI, 32GB ram, NEC SpectraView 242, Windows 7 x64
riggles
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Wondering why using LUA scripts is not available in the plugins. What if the host app supports LUA scripting?
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abstrax
OctaneRender Team
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riggles wrote:Wondering why using LUA scripts is not available in the plugins. What if the host app supports LUA scripting?
Lua scripts in general don't make much sense in plugins, because in general you don't want to interfere with what the plugin does or you very likely may crash the plugin, because you can easily bring the project into a state that the plugin doesn't expect. You also don't know the structure of the scene node graph a plugin creates and it may change any time.

Lua node graphs are different, since they are "encapsulated" entities which are not touched by the plugin and which should not touch stuff outside the Lua node graph. -> There is a good chance that Lua node graphs may be supported by the plugins in the future.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
MOSFET
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abstrax wrote:Please be aware that the render passes are not finished yet. Feel free to let us know which passes you are missing and why you need them, i.e. how you use them in your compositing workflow. Most of the work was integrating render passes into our interactive render framework, which is done now and adding new passes should be more or less straight forward.
Hey Marcus, how feasible would it be to add Deep Data support to Octane?

http://render.otoy.com/forum/viewtopic. ... 4&p=133481
What is Deep Data and how can it be used with Octane? Deep Data is a new addition to the OpenEXR format which allows you to store multiple depth samples on a per-pixel basis. It is akin to ZDepth but on steroids and without many of the drawbacks (Edge Artifacts). In the example image below you could accurately comp a beauty pass done in Octane with a complex volumetric pass rendered in another renderer (such as 3Delight, Mantra and Vray). The Deep Data stored in the Octane pass would then allow you to punch out a 'hold out' pass in the volumetric pass. That volumetric pass can then further be relighted in Nuke to match the Octane plate.
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DeepDataA.jpg
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immortalartscom
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there is a positionpass allready or do you mean something else?
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