Looks like a nice patch of tutorials for me to hand out, once ive gotten my head around the new features.
Good job OTOY and marcus (as well as other developers)
abstrax wrote:prodviz wrote:Sorry, just to clarify, is that the 'procedural microfacet displacement primitives' which haven't been developed further?
We never said anything about 'procedural microfacet displacement primitives'. The stuff Andrey had been working works totally different and is definitely not microfacets.I like the idea of baking the procedurals for displacement.
C4D and Lightwave already work with procedural displacement. I guess this must be Software dependent.
I would very much like this feature in Maya.
I think the plugins that provide this feature, bake the procedurals into image textures using some functions, that are provided by the host application. And as far as I know, that works only for procedurals that are native to the host app.I have asked about this feature multiple times...which reminds me of a quote from The Shawshank Redemption:
Andy Dufresne: "Wow. It only took six years. From now on, I’ll write two letters a week, instead of one."
Cheers.
Here is the deal: If you can gift us 2 years of time, we give you those kind of features tomorrow...
Rikk The Gaijin wrote:Octane v2.24 rendered 256 samples in 8:05, 0.50 Ms/s, 1869 MB used.
Octane v3 alpha1 (test 3) rendered 256 samples in 6:46, 0.63 Ms/s, 2527 MB used, Parallel sample 16, Max. tile samples 16.
FrankPooleFloating wrote:Yes, Juanjo did indeed add procedural baking on the fly (real-time) in Octane plug, and it is quite wonderful. I think he added this when v2 came out. There are buttloads of LW procedurals, and we can pretty much use them all, and not just for displacement, but all texturing. Currently, they can be baked up to 4k. I believe he said 8k is coming. Again, this is real-time and just a matter of plugging a LW (or Octane) procedural into an Octane texture image node and setting scale and bake res.
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