Why Octane collecting dust mostly on my side?

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kirk
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Posts: 126
Joined: Wed May 26, 2010 9:50 pm

Basically i need a texture baker. OK, Octane can't do so but still could be very helpful to render "flat" environment textures, backgrounds, image planes, ground surfaces etc. A lot of environment stuff actually using its ortho camera.

why I can't use it? Because I need a normal pass . And the ones Octane provides render any grass blade or leaf or any such "flat" things having its normals pointed one side only. Too honest in a word. While other soft does such things 2-sided

Does somebody know any workaround?
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kavorka
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Did you look at the V3 feature list?
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kirk
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Perhaps I missed something, Is there a relevant feature?
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
itsallgoode9
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kirk wrote:Perhaps I missed something, Is there a relevant feature?
yeah, texture baking is in there
kavorka
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Advanced live texture baking: A feature that’s most beneficial for use in real-time game engines, OctaneRender 3 supports unbiased GPU texture baking (UV or volumetric) of global illumination, spherical harmonics and 8D light fields in Unreal Engine 4 and Unity plugins.
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kirk
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Joined: Wed May 26, 2010 9:50 pm

That's all cool but meanwhile is it possible to do 2-sided normal pass somehow?


ps. still the baking tells not so much of details. I am interested not in simple illumination or surface color baking but exclusively in baking objects in surfaces of other objects (with a kind of ray tracing)
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
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Goldorak
OctaneRender Team
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kirk wrote:That's all cool but meanwhile is it possible to do 2-sided normal pass somehow?


ps. still the baking tells not so much of details. I am interested not in simple illumination or surface color baking but exclusively in baking objects in surfaces of other objects (with a kind of ray tracing)
Do you mean reflectance field baking? Light probes? If the former, then a light field volume is the right way to handle, but that is not standardized outside of our viewer.

Also, this wasn't covered in the GTC presentation, but we are developing a post processing system for baked meshes in ORBX media player. It can do local tone mapping, SSAO and SSR and motion blur. It is really fast and really high quality. If you have seen our very own Icelaglace's amazing work on icenhancer (http://www.icelaglace.com/), you will get an idea of how good this is going to look. He is working on an updated version on steroids for the ORBX player that will work even on mobile GPUs and Android TV:)
kirk
Licensed Customer
Posts: 126
Joined: Wed May 26, 2010 9:50 pm

As of baking I meant a possibility to bake hi-res objects into a low-poly shells ( for games) with a help of a cage for adjusting projection rays. It's only kind of baking I am interested.

As of 2-sided normal pass I meant that a tree leaves being a flat polygonal planes when rendered into a normal pass would pretend they have backside too, i.e. "2-sided" . If usual rendering works exactly that way why normal pass couldn't?

For me such normal pass fix would worth an upgrade to version 2 at least . Maybe just that red backside highlighting without black wireframeing at first so I could use it as a mask to invert normal colors ?


ps. An ability to make normal pass not only in world space but camera xyz space too would also be very welcomed. Or just two extra falloffs in camera x and y axis since in z axis we already have.
Q6600, 5GB ram, GF9800gt-1gb, 3dsMax 2008 , Blender , Zbrush, Messiah 3d v5, Terragen 2, Vue 6 Infinity
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