Any news about octane 3.xx ??

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gabrielefx
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new PMC?
it sounds interesting...
I'd like to see faster pmc and pt with less noise when we use lots of ies lights.
The noise it's the only issue that affects complex archviz renders illuminated by photometric lights, generally when the sun is off or the scene has dim lights.
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abstrax
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gabrielefx wrote:new PMC?
it sounds interesting...
I'd like to see faster pmc and pt with less noise when we use lots of ies lights.
The noise it's the only issue that affects complex archviz renders illuminated by photometric lights, generally when the sun is off or the scene has dim lights.
No, the algorithm hasn't changed. We split the integration kernels into smaller parts to allow OSL and later OpenCL. This worked quite well for path tracing / direct lighting but was more complicated for PMC, since it works differently.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Dmi3ryd
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Hello everyone.

Dear developers I've question about Octane interface – transform manipulators.
Do you plan to add manipulators to 3d viewport to make transform easier?
It will be nice to see this feature in future versions.
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jeffbriant
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Ohhhh babbbbyyyyyyyyyyyyyy I'm VERY excited.
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blackshore
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Is the MLT function in the upcoming 3,X?
(Referring to this: viewtopic.php?p=55695&sid=ab27583386a7f ... 461#p55695)
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aiven
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Awesome. Good luck Otoy devs.
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fatrobotsneedlove
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Really excited for this!!! :D

-What features will be enabled at launch, and what's the roadmap order for features after that?

-Will we be getting an OSL shader with IOR texture input? How about an OSL pyro shader for smokey explosions with VDB? Or will it mostly be reliant on community contributions? And if that's the case, can anyone point me in the direction of some tutorials/documentation on OSL? So far I've only been able to find one or two blender videos.

-Once IOR texture input is implemented through OSL, can you guys get dev licenses to Allegorithmic and Quixel so they can get Octane export presets setup ASAP in Painter and DDO? Additionally, can you look into getting an Octane calibrated shader into Mari 3.0? (since they already have Vray, Aronld, Redshift, and Unreal)

-I've been thinking about grabbing a modo plugin license. Are we close enough for free upgrades to 3.0 for any new 2.x licenses or maybe 3.0 preorders? Or might there be some sort of 3.0 promotion worth waiting for?
Refracty wrote:Do you have any news about the max GPUs for network rendering? I guess this is not a technical issue but a strategic.
+1, or any info on the possibility of slave licenses?
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Goldorak
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fatrobotsneedlove wrote:Really excited for this!!! :D

-What features will be enabled at launch, and what's the roadmap order for features after that?

-Will we be getting an OSL shader with IOR texture input? How about an OSL pyro shader for smokey explosions with VDB? Or will it mostly be reliant on community contributions? And if that's the case, can anyone point me in the direction of some tutorials/documentation on OSL? So far I've only been able to find one or two blender videos.

-Once IOR texture input is implemented through OSL, can you guys get dev licenses to Allegorithmic and Quixel so they can get Octane export presets setup ASAP in Painter and DDO? Additionally, can you look into getting an Octane calibrated shader into Mari 3.0? (since they already have Vray, Aronld, Redshift, and Unreal)

-I've been thinking about grabbing a modo plugin license. Are we close enough for free upgrades to 3.0 for any new 2.x licenses or maybe 3.0 preorders? Or might there be some sort of 3.0 promotion worth waiting for?
Refracty wrote:Do you have any news about the max GPUs for network rendering? I guess this is not a technical issue but a strategic.
+1, or any info on the possibility of slave licenses?
Before we explore new V3 network rendering options (e.g. greater max GPUs), we plan to do a solid round of testing in alpha/beta to get broader sense of whether we have improved the support issues relative to V2. Not losing samples when a GPU is disconnected is at the top of that list.
pinochio
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Goldorak wrote:It's close - baking is worth the wait.I just tried feeding baked scenes back into the viewport and I get noise free diffuse lighting matching the original :)
By baking you mean baking textures and mapping them using UVs on top of the geometry?
Does it means I will be able to bake textures/color maps and export them in my game engine, Unity3D or Unreal Engine?
I`m asking about baking textures inside octane for almost 5 years now. I will love to be able to do that in 3.xx.
Thanks in advance for your answer.
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NVN
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are there some Pictures that we can see?
A little appetizer? :-)
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