OctaneRender™ Standalone 2.10

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smicha
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coilbook wrote:i got slowdown in 2.1

Octane Benchmark scene
2.06
DirectLight - 114.15 Ms - 5 seconds
PMC - 26.27 Ms - 22 seconds


2.1

DirectLight - 108 Ms - 5.5 seconds
PMC - 22 Ms - 25 seconds

:cry: Worse for some reason

PT: Turn on coherent mode, disable alpha shadows, path term power set to 1, set caustic blur to 0. Will it speed up the PT kernel?
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Jozvex
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This really is a huge release, the speed improvement is very good indeed.

The passes are also excellent, though I have some ideas: :D

1. The ZDepth pass probably doesn't need to be 3 channels (R,G,B)
2. The Indirect passes contain the HDR environment, which may be the intended result?
3. None of the beauty type passes contain the alpha in their respective alpha channels (maybe copy the main alpha to them or just don't include them?).
4. Could we have the option on the passes node to merge/flatten/consolidate each passes' channels into one EXR channel? I use Fusion for compositing and it only wants a single combined Material ID/zdepth/position/etc channel rather than 4 components.

Basically, it's great but there could be way less channels to deal with!
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00Ghz
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What above having render layers. One common issue I found in several render engines is when outputting the material ID pass if you have a glass material in front of another material, the second one can't be extracted since the color is replaced by the first one. By having the ability to specify which material gets an ID pass you could get around the issue. Hope its clear. :)

And yes fix the matte material. It leaves a hole in the render.
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aLeXXtoR
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Info Passes are rendered without motion blur or DOF — is it correct? In comparison with Infochannels Kernel where every channel is rendered with motion blur and DOF.
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geo_n
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Can we have better compression of the exr?
Rle, piz, zip, etc. I think we have uncompressed only right now.
The size of exr is 3 times bigger than what it should be.

Image


Also with the lw plugin the beauty pass is not embedded in the multilyr exr. Is this the same with the standalone? It would be great if the beauty pass is also embedded.
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BorisGoreta
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I need to set alpha of certain objects to 0 too. Matte. Please.
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whersmy
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Hmm if I set UV-transform to 1, the texture gets inverted (the box get ticked)
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immortalartscom
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yes please add onject matte layers!!!

important too is ability to self colorize existing objectID pass and just set objects being rendered. if no color is set it can render the pass like now. for 3 objects we can set obj1->R255 obj2->G255 obj3->B255 and use colorchannels to matte these objects perfectly. but with 20 objects its difficult although when there are for example 1000 other objects with THEN very close colors in pass like now... object mattes are really important.

other big thing is reflection pass. why are diffuse objects also in it? specular is OK i think. but in reflectionpass there is also diffuse information?

there is mblur and dof in imagepasses but not in infopasses when they are rendered with imagepasses in c4d. so they are senseless. render/save all together is a MUST for standalone too.

besides all that i was able to build a perfect image out of passes to get look of beautypass. just that reflectionspass. guys what to you say?

there are so many talented artists using octane having years of experience... talk to them! ask them! :) i would love to help directly!
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BroAugustine
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Wow! Thanks for the updates and all the work that went into them.
Also would like to report a bug — looks like the Lua imaging doesn't work anymore.
The noise-generator script shows a blank image in the widget for perlin, wood rings and cellular noise. When you close the script, Octane crashes with these details:

Code: Select all

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	octane.exe
  Application Version:	2.10.0.0
  Application Timestamp:	5423a042
  Fault Module Name:	octane.exe
  Fault Module Version:	2.10.0.0
  Fault Module Timestamp:	5423a042
  Exception Code:	c0000005
  Exception Offset:	0000000000456de4
  OS Version:	6.1.7601.2.1.0.256.48
  Locale ID:	1033
  Additional Information 1:	a61b
  Additional Information 2:	a61b3bb44475be528bedcfa2a8c8f5c8
  Additional Information 3:	6ff3
  Additional Information 4:	6ff34d1cade75e93a205e3cd67b37f72
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FrankPooleFloating
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BorisGoreta wrote:I need to set alpha of certain objects to 0 too. Matte. Please.
Hey Boris, maybe it was during beta, or some other time that Matte/Masking came up -- but you (pretty sure it was you) posted the perfect examples of what we need. Could you dig those out again and post them here? I think you even had a sample that the masking object wrapped around another object and was the ultimate example... if I remember correctly...

And please excuse me guys if my wording is funky. Matte.. Masking.. whatever.. I do not work at ILM or WETA... And I speak my own language sometimes... But I think you all know what I am talking about. I'm pretty sure I have articulated it pretty good at least.

Also, I personally think it would be essential to have this be an object property, especially if we want the matte/masking object to still affect the scene. And having to set many surfaces manually on complex objects would be grueling work for sure. Anyone who needed to do matte/mask on just one surface (or a couple) could always make two new custom objects for those occasions... which would have to be more efficient than doing surfaces manually.
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