Ah ok, thanks for the response. If things like more procedural textures can be accomplished thru node graphs, it would be very helpful to make them available to the plugins.abstrax wrote: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.riggles wrote:Wondering why using LUA scripts is not available in the plugins. What if the host app supports LUA scripting?
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.
OctaneRender™ Standalone 2.10
Forum rules
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.
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.
- stratified
- Posts: 945
- Joined: Wed Aug 15, 2012 6:32 am
- Location: Auckland, New Zealand
Hi,MOSFET wrote:Hey Marcus, how feasible would it be to add Deep Data support to Octane?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.
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.
Thanks for your feedback.
We support OpenEXR 2.0 so we have the ability to write out deep data. We don't have a pass yet that captures deep data. If there's demand for this we can certainly add this. Are you already using this in your workflow?
cheers,
Thomas
Hello Thomas,stratified wrote:Hi,
Thanks for your feedback.
We support OpenEXR 2.0 so we have the ability to write out deep data. We don't have a pass yet that captures deep data. If there's demand for this we can certainly add this. Are you already using this in your workflow?
cheers,
Thomas
Yes, we are currently using Deep Data passes rendered with 3Delight and Mantra within Maya, Houdini and Nuke. For Otoy, Deep Data support would be a convenient shortcut to allow complex volumetrics to be married to Octane passes without having to wait for full particle or more robust volumetrics support in OR 2.X or v3.X. I would imagine that many potential customers for the recently announced Houdini Plugin for Octane would also be interested in this feature as well.
Thanks
-M
Hmm, couldn't reproduce the problem here. Here it works fine on Windows and OSX. In the log there is an error message about invalid offline data, which you usually only get when Octane can't connect to the OctaneLive server. Maybe there are some issues with your network?bepeg4d wrote: Unfortunately i wasn't lucky with install_demon script in both mac and pc
after installing, all the network goes down and i had to uninstall the demon and fight a bit to reset everything, here is the mac terminal window: i'll try again as soon as i can, anyway the other features are fantastic, thanks again
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
+1 for Deep DataMOSFET wrote:Deep Data support would be a convenient shortcut to allow complex volumetrics to be married to Octane passes without having to wait for full particle or more robust volumetrics support in OR 2.X or v3.X. I would imagine that many potential customers for the recently announced Houdini Plugin for Octane would also be interested in this feature as well.
For the reasons stated above plus it just makes for much cleaner, lighter and more simplified compositing workflow, if you have the storage space to keep them all that is. I imagine there will be a bit of a hit in Vram usage to render them though as depending on what is in your scene they can get pretty big.
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Ugh, I was super excited to try out the new version, but unfortunately IT DOESN'T OPEN MY SCENES!
I try to load the last scene I was working on, and it get stuck on loading the images (a bunch of 8k PSDs).
The scene works fine on 2.06...
Any idea?
EDIT: It opened the scene, but it took nearly 4 minutes to load, while it takes few seconds on 2.06...

I try to load the last scene I was working on, and it get stuck on loading the images (a bunch of 8k PSDs).
The scene works fine on 2.06...
Any idea?

EDIT: It opened the scene, but it took nearly 4 minutes to load, while it takes few seconds on 2.06...

- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Also, how do we export the passes in a layered OpenEXR file? I select all the passes, click export, and it saves a big .exr file, but when I open it in Photoshop it's just black?
And, another thing: I'm going through all the passes, and I don't quite understand few of them, for example, why the Reflection pass shows me the diffuse texture?
And some of the passes are really noisy, like Refraction and Specular, how am I supposed to use them in comp if they are so noisy? 
EDIT: I've also got a crash when I was cycling through the passes...

And, another thing: I'm going through all the passes, and I don't quite understand few of them, for example, why the Reflection pass shows me the diffuse texture?


EDIT: I've also got a crash when I was cycling through the passes...

Last edited by Rikk The Gaijin on Fri Sep 26, 2014 1:54 am, edited 1 time in total.
- stratified
- Posts: 945
- Joined: Wed Aug 15, 2012 6:32 am
- Location: Auckland, New Zealand
Can you send me that OpenEXR file? Are all the layers black? Does it become visible if you change the exposure of the file in photoshop?Rikk The Gaijin wrote:Also, how do we export the passes in a layered OpenEXR file? I select all the passes, click export, and it saves a big .exr file, but when I open it in Photoshop it's just black?![]()
And, another thing: I'm going through all the passes, and I don't quite understand few of them, for example, why the Reflection pass shows me the diffuse texture?And some of the passes are really noisy, like Refraction and Specular, how am I supposed to use them in comp if they are so noisy?
Reflection shows all reflections (diffuse, glossy and specular). Can you tell me what you would expect?
Can you show those noise passes? You should only use them when you get final render quality.
cheers,
Thomas
- stratified
- Posts: 945
- Joined: Wed Aug 15, 2012 6:32 am
- Location: Auckland, New Zealand
Can you get me this scene so we can have a look?Rikk The Gaijin wrote:Ugh, I was super excited to try out the new version, but unfortunately IT DOESN'T OPEN MY SCENES!![]()
I try to load the last scene I was working on, and it get stuck on loading the images (a bunch of 8k PSDs).
The scene works fine on 2.06...
Any idea?
EDIT: It opened the scene, but it took nearly 4 minutes to load, while it takes few seconds on 2.06...
cheers,
Thomas
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
First of all, I thought that in a Physically-based render, Specular and Reflection were the same. So that confuses me...stratified wrote: Can you send me that OpenEXR file? Are all the layers black? Does it become visible if you change the exposure of the file in photoshop?
There are no layers, it's just one black layer.
stratified wrote: Reflection shows all reflections (diffuse, glossy and specular). Can you tell me what you would expect?
Can you show those noise passes? You should only use them when you get final render quality.

Anyway, I cannot show them publicly, so I'll send you a PM with the images.
I keep getting crashes, this version is very unstable, plus the insane loading time is killing me...
