v3 dev update
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What about compatibility with 2.x scenes ?
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
Abstrax, have you seen the Altus Denoising System? Possible to integrate it directly into Octane?
I already wrote about it here: viewtopic.php?f=9&t=50948&hilit=Denoiser
At least for me (and all the other Archviz guys), I dont't need fire, smoke, clouds, sun, moon, stars...
I just need to render complex interior scenes quickly and this is where Octane still has its problems.
One of the best Archviz guys, Bertrand Benoit, is using Octane only for simple stuff like this and not for interiors because Corona is faster:
http://bertrand-benoit.com/blog/stillmo ... th-cheese/
I already wrote about it here: viewtopic.php?f=9&t=50948&hilit=Denoiser
At least for me (and all the other Archviz guys), I dont't need fire, smoke, clouds, sun, moon, stars...
I just need to render complex interior scenes quickly and this is where Octane still has its problems.
One of the best Archviz guys, Bertrand Benoit, is using Octane only for simple stuff like this and not for interiors because Corona is faster:
http://bertrand-benoit.com/blog/stillmo ... th-cheese/
Last edited by RobSteady on Sat Nov 28, 2015 3:57 pm, edited 1 time in total.
Octane for 3ds Max v2.21.1 | i7-5930K | 32GB | 1 x GTX Titan Z + 2 x GTX 980 Ti
- Rikk The Gaijin
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- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Which of these features will be included in the alpha 1?abstrax wrote: We plan to do one more test release for the plugin devs on Monday and if there are no show stoppers, we will release v3 alpha 1 a couple of days later, most likely next week.
- Volumetric rendering
- Open Shader Language (OpenSL) support
- OpenCL support
- Deep pixel rendering
- Advanced live texture baking
- Infinite mesh and polygon sizes
- FBX and PTEX support
- Split render passes, advanced per object reflection controls
- Fully configurable UI
Those are features listed in this page: https://home.otoy.com/otoy-unveils-octa ... -renderer/
I'm assuming that v3 will be fully compatible with 2.x scenes, I don't see why it shouldn't...HHbomb wrote:What about compatibility with 2.x scenes ?

can't be agree more!RobSteady wrote: At least for me (and all the other Archviz guys), I dont't need fire, smoke, clouds, sun, moon, stars...
I just need to render complex interior scenes quickly and this is where Octane still has its problems.
http://www.sadece.com.tr
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i7 990x // 12GB Ram // 2x Titan X + Titan + 780 // Octane for C4D // Win7 x64
- FrankPooleFloating
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However, as archviz guys, you will want baking, even if you don't know it yet.
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that's going to be a neat feature!!! =)FrankPooleFloating wrote:However, as archviz guys, you will want baking, even if you don't know it yet.
- fatrobotsneedlove
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Plus that Altus denoiser requires diffuse texture bakingFrankPooleFloating wrote:However, as archviz guys, you will want baking, even if you don't know it yet.
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- iknowmedia
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Yes!, I want to use octane texture baking for a unity3d vr project of mine.
glimpse wrote:that's going to be a neat feature!!! =)FrankPooleFloating wrote:However, as archviz guys, you will want baking, even if you don't know it yet.
Windows 7 | Q9550 @2833Mhz | 8GB | Zotac GTX480
As archviz guys we are not really that fussed on Baking. We have been doing realtime archviz for 6 or 7 years with vray baking and I gotta say we are moving back away from realtime. Scenesetup time is x2 or more (usually 3 times as you have to build everything not just the facades). Sure UE4 looks pretty sweet in the right hands but for my money raytracing and dynamic GI solutions are improving fast so Im hoping to one day leave the days of baking behind.