Notice for new OR 3! no dispersion/rainbow for clouds!???

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nuno1980
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Joined: Sat Dec 18, 2010 10:04 pm

NOTICE, if you have mistaked! After I have saw the "volume" scene new Octane Render v3 demo ("Otoy" server)

Lack of dispersion option for fog material!?? I'm worried?! :(

See an example - nebulosity very low opaced of rainbow circulated:
nebulosity - rainbow.jpg
Can you understand well?
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
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GF RTX 4090 <3 :mrgreen:
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martincarlson
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I heard the PMC kernel is removed in the real Octane 3. And no support for caustics.
Martin Carlson, Visual and Audial Designer at Katzenwaffe Creative Studio | www.katzenwaffe.se | Soundcloud | Twitter

Intel Core i7-5930K / ASUS X99-E WS / 2 x EVGA GeForce GTX TITAN X 12GB / 32 GB RAM / Windows 10 / C4D R16 / Octane Standalone 3.03.3 / OctaneC4D 3.03.3-R1
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Halos are effects that occur when light is refracted in droplets floating in the air. Volumetric scattering doesn't simulate this effect, because it would be to slow to render. Instead, it's approximated using models that are easy to integrate and are close enough for most use-cases. Octane is a physically based renderer for artistic usage and not a physics simulator.

Regarding the version 3 web demo: The PMC kernel will be part of the 3.0 release, we just didn't have time to convert the kernel to the new system we introduced to improve performance and allow OpenCL and OSL.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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nuno1980
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Joined: Sat Dec 18, 2010 10:04 pm

abstrax wrote:Halos are effects that occur when light is refracted in droplets floating in the air. Volumetric scattering
doesn't simulate this effect, because it would be to slow to render. Instead, it's approximated using models that are easy to integrate and are close enough for most use-cases.
Yeah. :)
Octane is a physically based renderer for artistic usage and a physics simulator.
Likely good news! - Does new OR3 add Birefringence support? :)
--Learns/tips before buy my image:
PT vs PHT kernels - spp nrs
Caustics at PT
TRUE spec materials w/ dispersion

//
NOTE: Sorry, my bad English for mute ;)
//

i7-12700KF
32GB DDR4@3600
GF RTX 4090 <3 :mrgreen:
NEW ViewSonic XG2431 24" :D
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abstrax
OctaneRender Team
Posts: 5513
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

nuno1980 wrote:
abstrax wrote:Halos are effects that occur when light is refracted in droplets floating in the air. Volumetric scattering
doesn't simulate this effect, because it would be to slow to render. Instead, it's approximated using models that are easy to integrate and are close enough for most use-cases.
Yeah. :)
Octane is a physically based renderer for artistic usage and a physics simulator.
Likely good news! - Does new OR3 add Birefringence support? :)
Sorry, I wasn't fully awake when I wrote the post and forgot the most important word: I meant, Octane is not a physics simulator. It's really meant for artistic use, i.e. it's practically not feasible to simulate all optical phenomenas you can find in nature. Birefringence and halos are some of them.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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