Which feature do you need the most?

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Which feature do you need the most?

Region Render
139
6%
Network render
84
4%
Render Passes
238
11%
Hair&Fur
286
13%
Particles
228
10%
Multilight
156
7%
Internal Texture Mapping (planar, box, spherical, cylindrical, camera and so on)
87
4%
Undo
104
5%
Volumetric: fire, smoke, clouds
369
16%
Mixing of daylight and HDRI environment
212
9%
Subdivision surfaces (OpenSubDiv)
80
4%
Multi UV channels
129
6%
Rounded edges
130
6%
 
Total votes: 2242
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linvanchene
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Location: Switzerland

- - -
Update / Edit:
Rephrased the original post to make a distinction between features that use a layer approach and features that require a fully functional volumetric environment.

Intermediate environment options - ray bouncing between layers:

IF you want to create a "realistic" daylight situation every detail matters.

Currently it seems all light rays are just bouncing around in a sphere when using the default daylight environment.

You might achieve a more realistic solution by actually adding

- an infinite ground plane (with a material of your choice)
- an infinite sea level ( with a material of your choice)
- volumetric cloud layers (with a material of your choice)

Only when at least those three layers are present it is possible that the light rays are starting to behave like in real life and bounce back between ground, sea, and a cloud layer.

Instead of having the rays bounce around inside an HDRI environment sphere some other render engines also offer the option to select a dome instead of a sphere.

In that case the dome floor is treated as some kind of infinite plane and this may already yield more realistic results than rays bouncing back from the bottom half of a sphere.

In addition some other render engines offer options to choose the dimensions of the dome / sphere.

The light situation is different when a ray travels 10'000 meters outdoors or 10 meters indoors.
This difference in scale may be even more important when volumes are present in the scene.
- - -

Advanced environment options - volume based ray interactions:

The next question then is:

Is Otoy with the volumetric features of OctaneRender 3.xx ready to move on to a more physical environment approach like in e-on vue?


It would be very interesting to have options to simulate environments on a planetary level with

- atmosphere layers
- cloud layers
- haze and fog layers
- infinite ground and sea levels


- - -
Last edited by linvanchene on Fri Jan 08, 2016 6:44 pm, edited 7 times in total.
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alien
Licensed Customer
Posts: 35
Joined: Sun Feb 02, 2014 7:12 pm

proper licensing System, without limitations like 12 GPUs ,

1 license should handle 12 GPUs even on networked computers,

over all for production it should handle 100 GPUs with special pricing for rendernode GPUs
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Goldorak
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alien wrote:proper licensing System, without limitations like 12 GPUs ,

1 license should handle 12 GPUs even on networked computers,

over all for production it should handle 100 GPUs with special pricing for rendernode GPUs
Will be resolved by v3 release
fatrobotsneedlove
Licensed Customer
Posts: 161
Joined: Sun Sep 21, 2014 7:06 am

Goldorak wrote:
alien wrote:proper licensing System, without limitations like 12 GPUs ,

1 license should handle 12 GPUs even on networked computers,

over all for production it should handle 100 GPUs with special pricing for rendernode GPUs
Will be resolved by v3 release
So I should wait until then to pick up 2 licenses for my new render slaves?
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Goldorak
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fatrobotsneedlove wrote:
Goldorak wrote:
alien wrote:proper licensing System, without limitations like 12 GPUs ,

1 license should handle 12 GPUs even on networked computers,

over all for production it should handle 100 GPUs with special pricing for rendernode GPUs
Will be resolved by v3 release
So I should wait until then to pick up 2 licenses for my new render slaves?
Is the primary factor the 12 GPU limit in 2.x? Or the pricing?

If it's the latter, then I'd wait until we announce the new options.

If it's the former only, I'd recommend getting 2.x and updating to V3 when it's out shortly. You can test the latest V3 release on your 2.x licenses during the alpha/beta period.
rz3x
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Posts: 20
Joined: Sat Nov 22, 2014 4:15 pm

"Octane Postprocessor" node on BlenderOctane Version in compose mode, currently its available only as a property of the camera.
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Hydra
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Posts: 263
Joined: Mon Jan 12, 2015 5:36 pm

1) Luxrender had a feature which I miss. You would render the scene, then after the fact you could adjust the lighting.

Arguablely with 2 day renders (not 2 hour) this was more necessary. On the other hand, I've kicked off more than a few renders in Octane just to adjust the lighting.


2) The other feature I'd really like is the ability to cut and paste texture descriptions to an internet forum in ASCII. Honestly I don't know how many times I've had to reverse engineer the graphical picture of a texture like so to try it. Worse still, I may get it wrong.
http://cyprine2013.deviantart.com/art/Sss-545384882
http://cyprine2013.deviantart.com/art/s ... -545858303

If there was an ASCII format that was human readable it could be posted to a forum, and cut and pasted into Octane. That would simplify communicating and testing other people's ideas, as well as being less prone to error.

3) I'd really prefer if Octane dealt in camera settings rather than floating point numbers. This may be a throwback problem for me since I learned a lot on Lux. But I set up cameras, select film, then select exposure, and set up each light for the Camera/Film/Exposure.
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bepeg4d
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Hydra wrote:1) Luxrender had a feature which I miss. You would render the scene, then after the fact you could adjust the lighting.

Arguablely with 2 day renders (not 2 hour) this was more necessary. On the other hand, I've kicked off more than a few renders in Octane just to adjust the lighting.


2) The other feature I'd really like is the ability to cut and paste texture descriptions to an internet forum in ASCII. Honestly I don't know how many times I've had to reverse engineer the graphical picture of a texture like so to try it. Worse still, I may get it wrong.
http://cyprine2013.deviantart.com/art/Sss-545384882
http://cyprine2013.deviantart.com/art/s ... -545858303

If there was an ASCII format that was human readable it could be posted to a forum, and cut and pasted into Octane. That would simplify communicating and testing other people's ideas, as well as being less prone to error.

3) I'd really prefer if Octane dealt in camera settings rather than floating point numbers. This may be a throwback problem for me since I learned a lot on Lux. But I set up cameras, select film, then select exposure, and set up each light for the Camera/Film/Exposure.
Hi,
1) please, have a look at this video, is for C4D but the same technique can be used in Standalone and in all the plugins:
http://www.vimeo.com/119841910
2) probably is not exactly what are you looking for, but what about the .orbx files? They can contain almost everything that is useful for Octane and can be shared with any Octane user, even here on this forum.
3) sorry, I don't get the question :roll:
ciao beppe
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Notiusweb
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I'm going to keep harping on this JPEG vs PNG thing...

For an image, I ran at a 500 sample, at res of 3840 x 2160. After an outside conversion, this is what I had:

JPEG
1 image = 981 kb
1K frame = 981000 kb = 981 MB/ ~ 1GB

PNG
1 image = 38.1 MB
1K frame = 38100 MB = 38 GB

At 1,000 frames I would have 1 GB vs 38 GB (JPEG vs PNG).

A plugin developer told me:
"(JPEG might operate by) having the JPEG save process grab the render buffers in the Octane API, whilst the Viewport was also accessing the same render buffers. This method does not work at all in the Octane 3 API, in that the JPEG save process is unable to get access to the render buffers whilst the Viewport is open. "

How does this work for PNG and EXR, and not JPEG. Is Octane standalone truly unable to export to JPEG? Is that why it is not there?
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Hydra
Licensed Customer
Posts: 263
Joined: Mon Jan 12, 2015 5:36 pm

bepeg4D:

1) Your video it says that Octane does not do what I asked for which is to adjust lights after rendering. That is the feature I asked for.

In Lux, lights are assigned to a group name. You can then scale those groups after rendering or export them and play with them in GIMP\Photoshop. (You only really need the separate images if you want to do some post work clean up.)

This video is shot entirely inside Lux Render. This is what I'd like Octane to do without restarting the render;
https://www.youtube.com/watch?v=GhoR67Xt6NY

2) I think ORBx files would be bad idea near as I can tell. Mine are often 200-400GB, and I didn't know they were human readable. What I want to do is communicate texture configurations in a way that is readable in a forum, AND to Octane. (Cut and paste ASCII directly from the forum to Octane, and behold a texture node graph that will work.)

Near as I can tell, no body knows how to do this. All forum posts I see in the forums are a mish mash of pictures of node graphs and descriptions of how do do something. So, communicating how to solve a problem or showing how one was solved is currently quite difficult. Re-entering a configuration to try something is a time consuming task fraught with error.

3) In dealing with photography you deal with Fstops, ISOs, and films. I don't have millisecond exposure times or other Octane oddities.
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