octaneimager

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Jolbertoquini
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Goldorak wrote:Hi,

I've been posting on other threads regarding the near term roadmap. Once headless rendering is completed (which is being worked on now, and will be fully supported on or before 3.1), we'll have a stable framework and API for OctaneImager extensions going forward. That is why this feature was set for 3.1. The imager extensions such as ICEFX have been ready for a while, and some of them have even been implemented entirely in Octane OSL node (toon shading for example).
Hi Goldorak,

So we could have on Octane now ? 8-) hehe Yes I'm really excited with this new options like the ICEFX :)

Best,
JO
Octane Render for Maya.
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gah5118
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I'd like to learn more about ICEFX... where can I find information on it?
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pegot
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+1
What does the ICEFX acronym stand for? I’d like to learn more about this as well but a Google search only brings up stuff on some kind of stock trading system or trader agent software?
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Goldorak
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It's our in house library of effects we will ship for OctaneImager (which itself is a generic framework for 1st and 3rd part post effects, utilities (denoising) and filters for Octane.
ramone163
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Any news about ICEFX?
GPU: 2x4090; 3ds max;
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Goldorak
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Module system required for Octane imager is being worked on for 3.07. Hopefully that makes it into the 3.07 release which we will be shifting to once 3.06 is final.
ramone163
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Any news about ICEFX? Maybe you can show something and how long to wait?
Goldorak wrote:Hi,

I've been posting on other threads regarding the near term roadmap. Once headless rendering is completed (which is being worked on now, and will be fully supported on or before 3.1), we'll have a stable framework and API for OctaneImager extensions going forward. That is why this feature was set for 3.1. The imager extensions such as ICEFX have been ready for a while, and some of them have even been implemented entirely in Octane OSL node (toon shading for example).
GPU: 2x4090; 3ds max;
Behance portfolio; Handmadefont.com;
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