No Anamorphic Rendering ... Again!!!

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riggles
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abstrax wrote:Ok, done (will be in 2.22). Anything more fancy will have to wait unfortunately, but I created a ticket so it doesn't get lost.
And like that, it's in...sweet! Thanks again!

I've never used OSL (closest was a brief stint with Renderman Shader Language), but I wonder if it could be used eventually for a customizable anamorphic camera shader?
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pumeco
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Abstrax, man, you rock 8-)
Bloody hell, if you could see the smile on my face right now :mrgreen:

That's absolutely fantastic, and ideal really cause there's no postwork involved either, brilliant. It would be good to have the values as fractions I think, but I don't know, can I leave that up to you? As long as it's easy to set it to 2X or 1.5X, that's all that matters I suppose.

Sorry for the ingorant question but I've not been keeping up here lately, so is there any news on when version 3 is going to be released? I'm still on version 1, so it would be pointless me upgrading to version 2 now that version 3 is on the horizon. On top of this new Anamorphic bokeh ability, I'll no longer be restricted by the RAM on my two GTX460 cards with version 3. Funny how things turn out, because I actually built my current system for Octane back in 2010, and was disappoiojnted when I realised I could only use 1GB of one card.

Version 3 will change all of that, so brilliant, be like having a new system again.

Thanks for doing the Anamorphic thing, Abstrax, you definitely get world's best customer service award for that one mate!
That was epic-fast and super-cool of you 8-)


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pumeco
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@Abstrax
I'm just wondering, as you're allowing us to set the aspect ratio of the bokeh itself, that might not actually work for Anamorphic.
Say we set it to 2X vertically stretched, wouldn't that make all the bokeh in the scene 2X vertically stretched no matter how out of focus it is?

If it does, it won't work because Anamorphic bokeh stretches more, the more it's out of focus. For example, slightly out of focus elements will hardly have any stretch to the bokeh, while massively out of focus elements will be stretched a lot.

I appreciate the work you've done, and I really hope I'm wrong, but I have a feeling it won't work as intended :|

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riggles
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We'll just have to test it out in the next point release, see how it works, and provide feedback. I'm already devising two tests.
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pumeco
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Riggles, please update this thread and let me know if you post anything to the gallery using this feature. I'm still on version one, so there's no way I can test it until version 3 comes out, and even then I'm hoping they do that 50% sale thing again! To be honest I didn't realise Octane was so expensive now, I expected to be paying £50 for an upgrade or something - lol

Anyway, I've switched-on email notifications for this thread, so I'll know if you post something 8-)


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riggles
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pumeco wrote:Riggles, please update this thread and let me know if you post anything to the gallery using this feature. I'm still on version one, so there's no way I can test it until version 3 comes out, and even then I'm hoping they do that 50% sale thing again! To be honest I didn't realise Octane was so expensive now, I expected to be paying £50 for an upgrade or something - lol

Anyway, I've switched-on email notifications for this thread, so I'll know if you post something 8-)
Yup! I'll be sure to update here with render tests.
riggles
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I just wanted to post a little update now that anamorphic style bokeh controls have been added in the 2.22 update. It's too soon for the MODO plugin to have been updated yet, so I created the sample scene in MODO then exported the ORBX to Standalone. Just a standard chrome render ball with some scattered glowing balls around it.
Aperture Aspect Ratio: 1.0 (spherical bokeh)
Aperture Aspect Ratio: 1.0 (spherical bokeh)
Aperture Aspect Ratio: 2.0 (anamorphic bokeh)
Aperture Aspect Ratio: 2.0 (anamorphic bokeh)
As you can see, what's barely out of focus is barely stretched and what's quite out of focused is quite stretched. It also effectively decreases the DoF of the scene. Overall, I like it. I think perfectly round glowing shapes becoming perfectly elliptical glowing shapes might not be very realistic, I like what it does with the highlights on the chrome render ball. Maybe a bit of aperture edge and you've got something useful.

The only thing I've noticed is that the samples calculating the blurred points of the image are now stretched further apart, so it takes longer (more samples) to get a grain free image with anamorphic bokeh. I didn't go for grain free in the above images — both were rendered to 2000 samples for ~6min. — but you can still see the grain is more noticeable.

Edit: I noticed something else I didn't see before. At the top edge of the anamorphic image, you'll see a pink blur coming into the frame that isn't in the spherical bokeh image. This is good news because it means the aperture aspect ratio control sees blurred surfaces outside the camera frame, unlike some other compositing effects that only operate on visible pixels.
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anamorphic bokeh.orbx
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pumeco
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@Riggles
Damn, I'm sorry for the late reply, either I didn't get a notification or it got lost amongst a billion 'Penis-Pump' SPAM messages!

Thanks for posting that, it definitely puts my fears to rest and it was good to hear of the technicalities you'd noticed about it as well, so sounds good to me! Grain isn't an issue for me personally, I like grain, makes things look more organic (analogue). I bought the latest version of HitFilm Pro and am loving it completely cause it makes custom-designed analogification very efficient for me to play around with. Any grain generated by Octane would get lost in the analogification process anyway - in fact more would be added by me - so no worries there.

Can't wait to get my hands on this and partner it with HitFilm, but the price is going to have to drop before I buy Octane 3, I really had no idea it was that expensive now. I'll just have to hope they do that 50%-OFF sale again when they release Octane 3.

Anyway, thanks again for the test, and of course thanks to Abstrax for getting it in, really, it's very much appreciated 8-)

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