Better features...

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Jolbertoquini
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Hi Guys,

Quick question would be good to see the round corners and add a flake option for cars.
it's looking interesting the work done by chaos group the v3 version and this new way to have the edge corners also the flake effects.

others stuff is quite interesting also. this features also work with GPU version of they softs. would be good to have something good on this.
https://www.youtube.com/watch?v=0XB5nAxQnzs
also the cg garage podcast with one of the developer explain the feature I find quite interesting use convexity and concavity for the edge

For us at my company we use a lot of cad files so would be great and a game change for us.

Regards
Jolberto
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Jolbertoquini
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Octane Render for Maya.
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Seekerfinder
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That clipper function is amazing!

I really hope Octane does not lose its' focus on speed with all the new features... The CPU renderers are gaining speed fast these days.

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Jolbertoquini
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Seekerfinder wrote:The CPU renderers are gaining speed fast these days.
Yes true but still slow then Octane but I saw a lot improvement on GPU to with the RT and Iray as well I still prefer Octane still faster but with missing basic features. ( I personally don't need yet on my work but someone is major as round corners and flakes...) :oops:
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Goldorak
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Jolbertoquini wrote:
Seekerfinder wrote:The CPU renderers are gaining speed fast these days.
Yes true but still slow then Octane but I saw a lot improvement on GPU to with the RT and Iray as well I still prefer Octane still faster but with missing basic features. ( I personally don't need yet on my work but someone is major as round corners and flakes...) :oops:
The clipping function is something that could be implemented through the work we are doing internally to support arbitrary baking rays. We could for example offset the ray origin by an input field (or mesh) to give you that effect.

Effects like Flakes and procedural surface perturbations are good candidates to try to build as custom OSL shaders created by us or even 3rd parties (OSL is an industry standard and there is a lot of existing shader code to bring into Octane 3).
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FrankPooleFloating
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Oh man, that clipper stuff is exactly the kind of boolean operation shite I was talking about when we were in closed v2 beta! And not just for cutaways etc... If we could use instances to subtract from geo, and the geo being cut/clipped received the surfaces of the instances, we would be able to make a hell of a lot more than swiss cheese... the possibilities are sick. But even if instances were not possible and a single clipper mesh was the only option, I would still want this in a big way.
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Jolbertoquini
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FrankPooleFloating wrote:Oh man, that clipper stuff is exactly the kind of boolean operation shite I was talking about when we were in closed v2 beta! And not just for cutaways etc... If we could use instances to subtract from geo, and the geo being cut/clipped received the surfaces of the instances, we would be able to make a hell of a lot more than swiss cheese... the possibilities are sick. But even if instances were not possible and a single clipper mesh was the only option, I would still want this in a big way.
oh yeahhhh!
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Jolbertoquini
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Hi Goldorak,

Thanks for the info would be great yes... but I'm still think some extra texture to generate this effect for round edge this different options are great... would be interesting to have to .... :oops:
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v1adut
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It will be nice to have a animation optimizer for rendering....

What I envision, well I have an animation that has many identical frames, and it will be nice if there will be a function written in octane render to identify the similar frames and render them only once. This code will have to scan the animation channels and see what frames have the same values, and if so, render only 1 and write them all on the hard-drive. Is there this feature already in octane now ?
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