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pegot
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itsallgoode9 wrote:I'm curious about some of the stuff that probably aren't flashy enough for presentations/announcements... for me, namely a layered material node that was said to be added in v3.
I saw some discussion about layered materials in an older thread but do not remember seeing this listed anywhere as a v3 feature. Is it, in fact, actually being developed for v3?
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Goldorak
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pegot wrote:
itsallgoode9 wrote:I'm curious about some of the stuff that probably aren't flashy enough for presentations/announcements... for me, namely a layered material node that was said to be added in v3.
I saw some discussion about layered materials in an older thread but do not remember seeing this listed anywhere as a v3 feature. Is it, in fact, actually being developed for v3?
Yes - with OSL in 3.1 this is possible. We moved OSL to 3.1 as part of our compiler refactoring work (i.e CUDA->AMD/CPU) also slated for 3.1.
prehabitat
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Upgrade to 3.0 entitles user to v3.1?

I know it seems obvious but it's being referred to as if it exists; not sure if that's because the major updates ehich can't get into 3.0 (for any reason) have to go into the next sub-milestone release? Or because it's a product/branch in and of itself and will be marketed & sold as such...
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Goldorak
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prehabitat wrote:Upgrade to 3.0 entitles user to v3.1?

I know it seems obvious but it's being referred to as if it exists; not sure if that's because the major updates ehich can't get into 3.0 (for any reason) have to go into the next sub-milestone release? Or because it's a product/branch in and of itself and will be marketed & sold as such...
Yes 3.1 is a free upgrade for 3.0 users.
alien
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cool .. still no word on licensing model, 12 gpu limit , building personal rendering farm ..???
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Goldorak
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alien wrote:cool .. still no word on licensing model, 12 gpu limit , building personal rendering farm ..???
viewtopic.php?f=23&t=52863&start=10
itsallgoode9
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Goldorak wrote:
pegot wrote:
itsallgoode9 wrote:I'm curious about some of the stuff that probably aren't flashy enough for presentations/announcements... for me, namely a layered material node that was said to be added in v3.
I saw some discussion about layered materials in an older thread but do not remember seeing this listed anywhere as a v3 feature. Is it, in fact, actually being developed for v3?
Yes - with OSL in 3.1 this is possible. We moved OSL to 3.1 as part of our compiler refactoring work (i.e CUDA->AMD/CPU) also slated for 3.1.
I'm not a I'm a programmer, so I don't quite know what this means, regarding OSL. Does this mean that somebody will have a to write this shader and it's not something that would be officially implemented into Octane? Or the switch to OSL will allow Otoy to implement the layered shader functionality?

Basically, is OTOY putting a layered shader in Octane in 3.1 or do I have to wait for somebody to write a layered shader?
DartFrog
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Am I the only one that got a little disappointed with OTOY after that presentation? I mean half the things in here were announced a YEAR ago. I was excited a year ago. Now I see this presentation and the vibe I got was that they were saying "Here's a few things with acronyms, but NEXT version, ohh man, you're gonna like Octane 4!" This development process is so slow. It's also pretty fragmented. I think it's unbelievable that Max (and maya) users are still without a V3 demo plugin at least.

Sorry for the rant, I just expected a bit more. I just thought Brigade and Lightfield rendering would've been out by now.
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bepeg4d
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Hi DartFrog,
I can understand your point of view, but let me say that Octane is different, Otoy just not presented a future update of Octane only, but a complete new ecosystem.
On 15 May there will be a big milestone with v3 and ORC for all the users, then a new 3.1 version, then two new products, OctaneEngine for subscription and OctaneImager for color correction.. and finally Brigade in Octane and all these things will be connected together. Unfortunately there is no magic wand and a lot of work was done and a lot more is necessary to be done to arrive where we want to go.
If I look back, almost everything that was presented in the past were implemented, in general with more time than a user can expect, but surely rock solid. Don't forget that v3 was rewritten from scratch.
Just my two cents ;)
ciao beppe
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Goldorak
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DartFrog wrote:Am I the only one that got a little disappointed with OTOY after that presentation? I mean half the things in here were announced a YEAR ago. I was excited a year ago. Now I see this presentation and the vibe I got was that they were saying "Here's a few things with acronyms, but NEXT version, ohh man, you're gonna like Octane 4!" This development process is so slow. It's also pretty fragmented. I think it's unbelievable that Max (and maya) users are still without a V3 demo plugin at least.

Sorry for the rant, I just expected a bit more. I just thought Brigade and Lightfield rendering would've been out by now.
No need to apologize. These roadmaps are meant to invite feedback :)

We wanted to be transparent about our progress since last year, provide a final release date and pricing for V3 and ORC, and map out our product roadmap beyond 3.0's launch next month.

Some notes:

1) Brigade has been slowly integrated into Octane since v2.0 - not sure if many users realize this . V3 now includes 70% of Brigade 3's features, and V4 will get us to 100% .

At that point, dozens of Octane plug-ins will get Brigade's speed and features, fully integrated with Octane's art pipeline. I don't think there is any better way we could have productized Brigade for commercial use. Merging these two, very different rendering systems, without compromising either, is a moonshot - it is one the most complicated projects we have undertaken as a company.


2) Light field rendering: This had it's own 25 minute GTC16 presentation. Did you see it?
http://on-demand.gputechconf.com/gtc/20 ... S6749.html


3) We have an additional Maya developer full time now, which is speeding things up on the Maya plug-in roadmap. We are adding more resources to Max plug-in development as well.

It is our goal to to get through users' top requested features on both plug-ins much faster by adding more developers focused exclusively on their plug-in.


4) We understand it has been hard waiting for these 3.0 plug-ins to come out at the tail end of the beta because of OE.

We decided to do this after careful consideration. We concluded that implementing OctaneEngine support before the 3.0 beta was the right time to take on this task - it would be much more disruptive for users to do this after the 3.0 plug-in was released .

OE is critical for short and long term features. zero GPU was our top requested feature this year ( lots of laptop and Mac users often have no options for running Octane without something like this).

OE is more importantly the foundation for critical features we will be working on beyond 3.1. We need asynchronous rendering and recursive compositing node graphics going forward. That can't be done cleanly in the old API model. This will become much more impactful to users through OctaneImager's native plug-ins and toolchain. They will be the first pieces that leverage this system.

3rd party plug-ins will also have a an easier path supporting OE via a mature and stable API that we've been able to work out after completing these initial 3 plug-ins.
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