Hello,
I use octane for Rhino, but I think this might be a better place for my issue to post...
I often experience nasty halo effects around rendered elements (such as trees) which are due to the fact that I use a certain multiplier for my hdri map to archive nice lightning conditions, which result in an overexposed sky.
When composting the rendering in PS with a normal exposed, darker sky, my trees are have a white bluish border, because they are antialiased against the overexposed background.
coming from vray,I remember we had there 3 additional environment multipliers, besides the illumination one :
1. Environment Illumination
2. Environment background
3. Environment reflection
4. Environment refraction
while this might not be 100% physically correct, it was a good thing to solve these everyday problems, especially the background multiplier.
thanks for your feedback
Andreas
Which feature do you need the most?
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Yes , that would be very powerful, when it could provide random effects to bitmaps which are assigned to the "bricks" . this way you could several things to get rid of the old tiling problems (after a certain amount of repetitions, you notice the pattern of the textures in a rendering...very unpleasant).Procedural brick texture. (Like in cycles in blender) I think many peoples who work with architecture needs this one.
Brick textures could toned down randomly to create an overlapping non tiling pattern which would "break" the tiling effect.
Another cool feature would be that the user could specify a number of textures together with a certain prozentual amount, e.g. Texture A / [path...] / 50%, Texture B / [path...] / 35%, Texture C / [path...] / 15% and the shader would randomly create a distribution according to the specified numbers...
I would gladly pay for such a feature !
Andreas
Architectural Rendering Services
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1 x 4090 GTX, 1 x 3090 GTX
http://www.v-cube.de
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Render Layers are already available in the current 2.x version.rz3x wrote:And of course the render layers (with the possibility of parallel rendering of few layers)
They are working not at allRikk The Gaijin wrote: Render Layers are already available in the current 2.x version.
1. global light illuminate only the 1st layer (if we work with blender layers (with octan layers all is working))
2. layers do not influence on each other. For example i will have problems with rendering my houses and god rays (volumetrics) on different layers.
Last edited by rz3x on Fri Jul 17, 2015 6:01 pm, edited 1 time in total.
How do you render multiple layers with one render?Rikk The Gaijin wrote:Render Layers are already available in the current 2.x version.
Not possible, right?
Beauty
Layer Mask 1
Layer Mask 2
Layer Mask 3
...
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
RobSteady, it fixed in OctaneRender™ for Blender 2.23.2 - 9.2 Win. Now we can render several BLENDER (not octane) layers at the same time.RobSteady wrote:How do you render multiple layers with one render?
Not possible, right?
Last edited by rz3x on Sat Jul 18, 2015 8:00 am, edited 1 time in total.