OctaneRender™ Standalone 2.23.2

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
Post Reply
User avatar
bepeg4d
Octane Guru
Posts: 10328
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

hi,
unfortunately the emission is possible only on the normal side, in fact if you reverse the normals of an emitter, it appears black. As far as I know, your workaround is the only solution :(
ciao beppe
mikinik
Licensed Customer
Posts: 221
Joined: Sun Oct 07, 2012 1:05 am
Contact:

in this version motion blur broken((((
You do not have the required permissions to view the files attached to this post.
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
User avatar
aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

mikinik wrote:in this version motion blur broken((((
Absolutely not. It requires a constant vertex count for animated meshes.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
mikinik
Licensed Customer
Posts: 221
Joined: Sun Oct 07, 2012 1:05 am
Contact:

aoktar wrote:Absolutely not. It requires a constant vertex count for animated meshes.
really? it worked before.
http://render.otoy.com/forum/viewtopic. ... 94#p236082
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
User avatar
aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

mikinik wrote:
aoktar wrote:Absolutely not. It requires a constant vertex count for animated meshes.
really? it worked before.
http://render.otoy.com/forum/viewtopic. ... 94#p236082
I don't know how exported to SA. but there's two ways for vertex mblur. one is that via vertex position changes. it requires constant count. second is via vertex speed vectors. can work with non constant numbers. you can check this on a different SA.
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Hi Abstrax

I always said that ies lights were noisy.
They were noisy because I did set the opacity to 0.
If the emitter is visible the sample are spreaded very well. No matter the number of samples.
We need to hide the emitter because in reality it doesn't exist a spherical emitter.
If you design a lamp you can't add in front of it a visible spherical ies emitter.

The question is:
could you program lights and ies lights that are efficient also if they are hidden?
I want that light spread the same when is visible and/or invisible.

Also:
if you draw a large emitter, let's say 10x10 meters and one of 0,05 meters, samples of the last one will be computed after some sample passes and the number of samples will be not balanced between the two emitters.

The second question is:
could you program an algorithm that computes emitters scales and automatically balances the number of light samples?

thank you
regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Hi Abstrax,

regarding the first question, "not visible to camera" flag works perfectly (in 3ds Max)
We can draw flat light shapes with ies texture, leave the opacity to 1 and activate "not visible to camera".

I didn't know....very good.

regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Post Reply

Return to “Commercial Product News & Releases (Download here)”