You can do #2, it's just a simple copy and paste (Ctrl-c and Ctrl-v) from and to Octane for nodes. I do it here in this post:
viewtopic.php?f=9&t=45708&p=229023&hilit=pbr#p229023
If you copy the xml from that post, then paste it into the node graph of Octane standalone the nodes will be created for you. This does not work for the plugins, unless they have a method in place to handle it?
Jason
Which feature do you need the most?
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1) Sorry but I still think that is the same option offerd by the Octane Lighting Passes:Hydra wrote: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.
https://docs.otoy.com/#51Lighting%20Passes
2) I guess that every user has his unique needs, but in general I find more clear to have an interface screenshot instead of a piece of code, anyway, the solution proposed by grimm should be perfect for you, I guess.
3) Do you really need to control the motion blur with the shutter speed? Becouse of its real time nature, Octane is quite different to other unbiased renderer. Originally there were ISO and F-stop values in the Camera Imager node but they acted as different multiplier of the same exposure value. Changing this values did not restart the render but did not have any impact on grain or DOF of the image, bringing confusion. For this reason, they were removed some time ago and the F-stop value was moved to the Thin Camera node to effectively control the DOF effect with real values, but the render has to restart at any change and does not have any effect to the exposure that is controlled in the Camera Imager node. So, adding the shutter speed in the camera imager node will bring the same confusing as for ISO or F-stop and will not have any impact on motion blur

ciao beppe
- candemirdesign
- Posts: 34
- Joined: Sat Feb 11, 2012 1:14 pm
+AMD cards support...(We are waiting very long time for this.Most important)
+Much more advanced cpu ram interface.For render huge scale scene renders.
+Object based reflection settings for faster render..
+Automactic octane proxy replacement script (Click any object + select replace octane proxy + auto replace the object "delete and but the new octane proxy with the same size" script)
+Much more better caustic setting for solution fireflies..
+Much more deep support on 3dmax plugin.
+Much more advanced cpu ram interface.For render huge scale scene renders.
+Object based reflection settings for faster render..
+Automactic octane proxy replacement script (Click any object + select replace octane proxy + auto replace the object "delete and but the new octane proxy with the same size" script)
+Much more better caustic setting for solution fireflies..
+Much more deep support on 3dmax plugin.
It would be nice to have a compact UI similar to the script that one gentlemen has written for the 3D Studio plug-in (viewtopic.php?f=27&t=49724). Perhaps make it available as a "bonus tools" download or purchase.
- morphious2013
- Posts: 388
- Joined: Sat Apr 20, 2013 1:22 pm
BATCH RENDER
Gateway i5 3.2ghz, 16g RAM, GTX 690 4GB VRAM, Windows 10 64bit, Poser Pro 11, DAZ Studio Pro 4.9, Daz Octane Plugin V2, Poser Octane Plugin V2
I need volumetric and particle integration in plugin for maya. This option can give octane more complete render soft.
5x-Gtx1080 Ti+ 4x-Gtx 780 Ti, 2x-Xeon 2687W, 192Gb Ram
- blastframe
- Posts: 178
- Joined: Wed May 21, 2014 6:01 am
- Location: Los Angeles, CA USA
Toon Shading
hi rojharris,
about slope, have you already tried with this workaround?
viewtopic.php?f=30&t=50173&p=248929&hilit=slope#p248929
ciao beppe
about slope, have you already tried with this workaround?
viewtopic.php?f=30&t=50173&p=248929&hilit=slope#p248929
ciao beppe
Hi Beppe,
As you can see, that thread was my post way back then! That hack only works if I can bake stuff. Nowadays my landscapes are very high res or cover large areas, so using a single baked image over the whole area is impossible as close-up it looks too low res.. Ideally I'd like to get control like I have with the Cinema 4D 'terrain mask' but I don't expect anything soon.
cheers
Roger
As you can see, that thread was my post way back then! That hack only works if I can bake stuff. Nowadays my landscapes are very high res or cover large areas, so using a single baked image over the whole area is impossible as close-up it looks too low res.. Ideally I'd like to get control like I have with the Cinema 4D 'terrain mask' but I don't expect anything soon.
cheers
Roger