Fume FX 4.0 for 3Ds max should be work.coilbook wrote:
What about 3ds max FumeFX at least
- Field3D and OpenVDB 3.0 I/O support.
i am waiting for maya version

Fume FX 4.0 for 3Ds max should be work.coilbook wrote:
What about 3ds max FumeFX at least
Hello Goldorak,Goldorak wrote: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.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
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/
OSL support may give you greater procedural control over BRDF material properties, and possibly allow you to create completely new BRDFs (we will support this only if we can validate the shader is energy conserving). In Brigade, where this code was first implemented, we can confirm much of this is already working - for example GTX BRDF materials can be added to Brigade via pure OSL. So we'll see how much of this can be brought into Octane 3 (which has different constraints than Brigade) once OSL is further along in the V3 beta.carterner wrote:does 3.0 will support BRDF?
Hi Kommando,kommando_2k wrote:Its working with Maya Fluid FX with openVDB frame sequences, nicely done.![]()
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.< 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.
+++ !BorisGoreta wrote:Would it be possible to implement in version 3 a feature which would compile only objects that are being added to the scene ?
For instance if I compiled a scene with 10 million polygons and I need to add a 10 poly object currently I need to reload entire scene which takes quite a while.