OctaneRender™ Standalone 3.00 alpha 1

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
User avatar
linvanchene
Licensed Customer
Posts: 783
Joined: Mon Mar 25, 2013 10:58 pm
Location: Switzerland

@ Environment Medium functionality

After some first tests there are some open questions and some ideas how to improve on the current implementation of the environment medium.
Unfortunately I cannot judge how difficult or time consuming it is to implement some of those features.


Cameras and manually created volumes:

1) When I manually create a volume in the scene do I still need to use a sphere with inverted normals and place the camera inside?

Example:

Underwater scene
Underwater scene quick test v1001.jpg
The idea is to have the camera under water inside the water volume.

Do I now need to add a sphere with inversed normals and assign it the same material as the water volume?
or
Is it in OctaneRender 3 enough to just place the camera under water?

- - -

Medium shapes - sphere, cube, infinite plane?

As far as I understand it currently the only available option for the Medium in the daylight environment is "Medium radius".

This makes me assume that the medium is generated as a sphere with a specific radius.

2) Would it be possible to add some more default shapes that the medium could have?

- Cube with the options to define length, height, width

- infinite plane with options to define distance to camera, rotation of the plane

- - -

Index of refraction for the Environment medium?

3a) When we manually create a medium and place a camera inside is the index of refraction actually used?

3b) Will it be possible in later versions of OctaneRender 3 to also set an index of refraction for the environment medium?
or alternatively:
3c) Will it be possible to assign materials to be used as medium for the environment?

Example Underwater scene:
Assigning a water material with a displacement map to an infinite plane defined in the environment settings would produce caustics in the whole scene.


- - -
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Elvissuperstar007 wrote:
abstrax wrote:
Elvissuperstar007 wrote:error
What did you do to make it crash?
I made a couple of manipulations scattering in the sun
function does not work Archived packages
also I saw these bands with fog
if you move the slider to the scale of octane Freeze for 2-3 minutes
I really hoped fog and blue horizon wont have any noise or impact on rendering like 3ds max fog >Almost instant
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

oguzbir wrote:Loving it.
Looking forward to test this beast with FumeFX. max or maya
I hope it doesn't last too long to supply FumeFX licence to Jimstar
cloud-test.png
same here LOOKING FORWARD TO max version and cloud rendering I hope it will support all volumes from FumeFX, phoenixFD etc
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

Silverwing wrote:First of all to every developer and everyone involved in the development in Octane 3 a huge THANK YOU!
I really appreciate the ongoing and thriving development of octane!

I´m sure I will spend endless hours playing around with Octane.

Here´s a small pic that I created as a result of a test :-)
Wolume_Obstacle_01.jpg

While I really enjoy the new release there are a couple of questions that arose during the "playtime".

1: Is is possible to add variance e.g. Noise to volumes. I tried to add Procedurals as different noises without success. (Connected them to the scattering port)

2: Is it possible to convert an geometry to a volume inside Octane. That would be really useful as you could for example model a cloud and then fill it with participating media.

Especially both of those features would make sense. So you model a cloud and then fill it with "volume". TO make it look more natural you then could add some variance using noise.
Would be nice to hear if this is a planned feature or if you are concetrating on integrating Open VDB only. Or maybe I did something wrong and it is possible already.

If this is not the right place for this post please advice me to the right location :-)

Thanks!

Do you have a big slowdown with and without the smoke Thanks
gordonrobb
Licensed Customer
Posts: 1247
Joined: Sat Mar 16, 2013 9:08 am

ristoraven wrote: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
Is that 'on its way' from OTOY? and is it only in C4D? As I seem to remember that it's TFD is different that Lightwave's .
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
ristoraven
Licensed Customer
Posts: 390
Joined: Wed Jan 08, 2014 5:47 am

gordonrobb wrote:
ristoraven wrote:TurbulenceFD support is on its way.

Is that 'on its way' from OTOY? and is it only in C4D? As I seem to remember that it's TFD is different that Lightwave's .
It's been posted by "aoktar". i spotted this from Twitter.

Juanjgon is in contact with TFD staff, so, I have at least high hopes for LW support.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

ristoraven wrote:
gordonrobb wrote:
ristoraven wrote:TurbulenceFD support is on its way.

Is that 'on its way' from OTOY? and is it only in C4D? As I seem to remember that it's TFD is different that Lightwave's .
It's been posted by "aoktar". i spotted this from Twitter.

Juanjgon is in contact with TFD staff, so, I have at least high hopes for LW support.
What about 3ds max FumeFX at least
ristoraven
Licensed Customer
Posts: 390
Joined: Wed Jan 08, 2014 5:47 am

coilbook wrote:
What about 3ds max FumeFX at least
I have no idea.
coilbook
Licensed Customer
Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

[quote="Jolbertoquini"]Hi Guys,

Excellent, so far :D I just made some test with the Volume. and I realize the light passes doesn't work here the file attach.

Sorry if still as wip just to let you know... :oops:

Best
JO[/quotI

I tried to render your scatter test and I get a speed of only 2.4 Ms/sec and that having 5 x 780TIs I hope gases and flames wont be this slow And this after changing kernel to AO Direct
User avatar
Goldorak
OctaneRender Team
Posts: 2321
Joined: Sun Apr 22, 2012 8:09 pm
Contact:

djart wrote: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 :)
Baking is a well known lighting tool in games, and also used in in archvis walkthroughs. If you have a static scene, it allows you to store all the GI in textures and move around in real time, even with very simple game engines.

The more sophisticated work we are doing with the ORBX player down the line will take this to another level through light field and volume rendering. This will allow you to move with 6DOF, with reflections, lighting/object layers and support for almost anything that Octane 3 can render (volumes, hair for example).

Here is what we showed at Siggraph recently:

http://uploadvr.com/otoy-light-field-demos/
Post Reply

Return to “Development Build Releases”