OctaneRender™ Standalone 3.00 alpha 1

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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haze
OctaneRender Team
Posts: 995
Joined: Sun Feb 08, 2015 8:57 pm

Paszczak wrote: Anyway it's working!I had 10 crashes during 100 frames animation but I'm still excited :D
p.
Hi, I'd be interested to know what happened that made it crash. Could you give me some more detail or rough indications of what you were doing at the time? Even better, an orbx scene would be great. Feel free to PM me if you prefer
djart
Licensed Customer
Posts: 135
Joined: Thu Oct 10, 2013 2:17 pm

Hello Otoyteam,

i have a question about the upcoming feature "texture baking".
Somehow my Mind is a little bit twisted and i cant get it right... :)

How will a baking process in octane work and what are the benfits of it?

Lets say i like to render an Interiour Animation, which by now takes long time until its Walls/ Ceiling/ Floors etc. are noisefree, how can baking help out?
If the camera is animated, I can only bake anything thats non reflective and if baked, the baked texture object will still be in the rendercalculation process for needed reflections, say on the Floor.
So will there be a function where baked objects can be excluded from rendering, but still be visible and affect reflections?

Will texture baking make it possible to lower the rendertimes dramatically for interiour animations?

Will there be a function to precalculate a light cache like we can do with Vray?
So the LC can be rendered every 15 frame or so and will be interpolated for the camerapath, which reduces the time for a "final" frame very much.

Thanks for helping retwist my mind :)
kommando_2k
Licensed Customer
Posts: 35
Joined: Mon Sep 02, 2013 5:47 am

Tornado_FX.gif
Its working with Maya Fluid FX with openVDB frame sequences, nicely done. :D

Grab the OpenVDB from http://www.soup-dev.com/tools.htm Supported Maya versions: 2014, 2015, 2016 Win/Linux OS
i'm aware the http://www.openvdb.org that did not help the install instruction. :roll: < Insert Confused Travolta>
Unpack the files go to the currently Maya version folder copy all folder to C:\Program Files\Autodesk\Maya20XX and "Maya20XX.mod" in Modules Folder. Fire up Maya & load OpenVDB.mll in Plugin Manager. Done.

If you are not sure how to do it?
Simulate the Fluid FX whatever you like, make sure cache the fluid FX. Open up the Node Editor Insert "openVDBfromMayaFluid" insert the Fluid Node Name then link to "BE_VDBResample" (increase the quality of vortex volumetric.... WARNING if you go too far low the 0.01 value take its toll system memory and possibly Maya will be frozen) link to "BE_VDBWrite" for frame sequence in output for example "InsertFX_####.vdb" but make sure "Time" graph link to "OpenVDBfromMayaFluid" and "BE_VDBWrite" in order works with frame sequences. For preview OpenVDBVisualize before you decide to compile the vdb. Hit play the animation its automatic write sequences vdb files.

Image

More Video Tuts stuff : https://www.youtube.com/user/TheBesha1/videos
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Not sure if this is a known issue, but info passes are being tonemapped even when the tonemap toggle is off.

I have my imager gamma set to 2.2, with info pass tonemap off.

- In octane 2 the geometric normal pass has deep blues and background is black.
- In octane 3 the geo normal pass is tonemapped and shows light purples with grey background
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

I also noticed this change if info pass distributed ray tracing is enabled

In octane 2, if I enable the motion vector info pass, it disabled motion blur.

In octane 3, the motion vector pass actually gets motion blurred (this is completely wrong)
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

Do we need Maya or Houdini to create smoke and fire?

Do you think that big studios will use Octane for the Avengers, Independance Day or Transformers explosions effects?

I don't understand why so much coding for a feature that most of us will never use to make money.

I don't want to play with Octane!
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
ristoraven
Licensed Customer
Posts: 390
Joined: Wed Jan 08, 2014 5:47 am

TurbulenceFD support is on its way.
https://vimeo.com/148724665

There are countless ways to use these features in ordinary stuff. Like creating a steam from a tea/coffee pot, steam from a tea/coffee cup... cigarette smoke, car tires burning, exhaust smoke..

It's fun and profit :)

1. have fun
2. sell it
3. profit
darkline
Licensed Customer
Posts: 291
Joined: Wed Mar 07, 2012 11:56 pm

To the developers,

I know it must be a big task that with each release you have to completely rewrite the code, and I hate to complain when volumetrics looks so good... but octane is still missing some fundamental basic features to match most renderers out there. One example -light types. Anyone who uses Max/Maya/cinema 4D has target and area lights with hotspot controls (barn doors), falloff controls, light attenuation parameters, include/exclude of illuminated objects, projection lights.... Really important but fundamental stuff. Do you have any plans to address these things in V3? It's a real limitation that If I put up a rectangular light in octane I have very little control over the light emitted on my scene, (apart from a power spinner and colour).

IES lights are a very small first step but IMO nowhere near what we need in real use. If you had targeted lights with all these parameters it could help with some noisy scenes containing lots of small lights too. I assume part of the problem of noise is due to the light bouncing everywhere and having no control over how far the rays travel, or in what direction the light rays are emitted.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
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NVN
Licensed Customer
Posts: 504
Joined: Tue Jun 08, 2010 8:10 pm

Can we include/exclude light in OCtane 3?
prodviz
Licensed Customer
Posts: 543
Joined: Sun Jul 14, 2013 6:00 pm

kommando_2k wrote:
Tornado_FX.gif
Its working with Maya Fluid FX with openVDB frame sequences, nicely done. :D

Grab the OpenVDB from http://www.soup-dev.com/tools.htm Supported Maya versions: 2014, 2015, 2016 Win/Linux OS
i'm aware the http://www.openvdb.org that did not help the install instruction. :roll: < Insert Confused Travolta>
Unpack the files go to the currently Maya version folder copy all folder to C:\Program Files\Autodesk\Maya20XX and "Maya20XX.mod" in Modules Folder. Fire up Maya & load OpenVDB.mll in Plugin Manager. Done.

If you are not sure how to do it?
Simulate the Fluid FX whatever you like, make sure cache the fluid FX. Open up the Node Editor Insert "openVDBfromMayaFluid" insert the Fluid Node Name then link to "BE_VDBResample" (increase the quality of vortex volumetric.... WARNING if you go too far low the 0.01 value take its toll system memory and possibly Maya will be frozen) link to "BE_VDBWrite" for frame sequence in output for example "InsertFX_####.vdb" but make sure "Time" graph link to "OpenVDBfromMayaFluid" and "BE_VDBWrite" in order works with frame sequences. For preview OpenVDBVisualize before you decide to compile the vdb. Hit play the animation its automatic write sequences vdb files.

Image

More Video Tuts stuff : https://www.youtube.com/user/TheBesha1/videos
Awesome! Cheers for the info.
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