Will 2020.2 have nested dielectrics, or similar?

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itsallgoode9
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I was just reading about the nested dielectrics in Maxwell Render's soon to be released update and wondered if Octane will have anything similar in v3? Seems like that would really simplify liquid/glass interactions and really fix bugs that that sometimes appear when doing things like condensation.

here's a tiny blurb about the feature, in case you're unaware of it.:

"When you have intersecting materials in cases of liquid-in-glass, condensation on bottles and such things – you can now specify which materials applied to the different objects should take precedence in Maxwell’s calculations, thus automatically letting you have correct refractions and light interactions."
Last edited by itsallgoode9 on Wed Dec 11, 2019 4:31 am, edited 2 times in total.
alien
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i would like to same will Octane have DiElectric Like Arnold / maxwell in v3
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abstrax
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No, in the near term we don't plan to implement it (mostly due to memory reasons), but we have it on our to-do list and we will have a look at it in the future.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Areandres
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Reactivating,
is there any plans existing to implement such a feature ?.

Make liquid in Glass is a pain in Octane.
Even for animations with fluids.

Or is there any tip to make it very simple liquid in glass ?

Greets Andy
Areandres
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Hello nobody at home ?

Is there any plans to support ??


Greets
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Goldorak
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With 3.0.x nearly wrapped up and feature complete, I think the right time to revisit this would be sometime in the 3.1 alpha or beta, where we will be introducing significant changes to material and shader stack to support custom BRDFs, materials and shaders via OSL.
FAZ
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Goldorak wrote:With 3.0.x nearly wrapped up and feature complete, I think the right time to revisit this would be sometime in the 3.1 alpha or beta, where we will be introducing significant changes to material and shader stack to support custom BRDFs, materials and shaders via OSL.
How bout' now? :)
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itsallgoode9
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FAZ wrote:
Goldorak wrote:With 3.0.x nearly wrapped up and feature complete, I think the right time to revisit this would be sometime in the 3.1 alpha or beta, where we will be introducing significant changes to material and shader stack to support custom BRDFs, materials and shaders via OSL.
How bout' now? :)

INDEED!!!! I'm sure by now this has gotten lost so just a reminder that we are very much interested in this still :)
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Goldorak
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2019.1 with layered materials is where we can revisit this. Look forward to everyone testing XB1 soon and getting us feedback.
itsallgoode9
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Did this get implemented in 2019.1 or the 2019.2 dev build? I didn't see it in the release notes of either, but maybe I missed it? I have a condensation project coming up so was revisiting this to see if it was implemented yet. If it wasn't implemented in either release is it still in a list of features to be added soon-ish?

Upon googling, it seems that most other renderers have long implemented this feature. Without the nested dielectrics, it still makes animated fluid sims in Octane pretty much a no go (and geo condensation on a still shot a hugepain in the ass)
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