OctaneRender™ Standalone 3.06 TEST

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funk
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haze wrote:
funk wrote:There is some nice stuff in this update. Thank you!

I was wondering if you would consider an additional "simplified" triplanar texture. Right now you need to set up 3/6 image nodes with the correct projection, then plug those into the triplanar node. If I have a folder full of textures I want to quickly try out on my mesh, I have to click the load button on 3/6 different rgb image nodes and browse for the image 3/6 times.

I basically need box mapping, with blending to remove the seams. Maybe it could be a new projection type for images too?

In v-ray the triplanar texture is much easier to use. I just plug 1 texture in, and the triplanar controls everything else (scale, blend, offset, rotation). If I want more control, it also allows separate textures as an option.
The attachment vray_modo_triplanar.PNG is no longer available

Just so that I can make sure I understand correctly - would you mind sending me an orbx with the setup you are describing? Thanks :)
Sure, here's an example
oct306_triplanar.orbx
(1.41 MiB) Downloaded 231 times
I have 1 texture which is used on X, Y and Z, but has different uv transform / projection values to get the correct result.
+-X has planar mapping on the X axis (2 rgb image nodes)
+-Y has planar mapping on the Y axis (2 rgb image nodes)
+-Z has planar mapping on the Z axis (2 rgb image nodes)

NOTE: This example could be done with 3 rgb image nodes (1 for +-X, 1 for +-Y and 1 for +-Z), but this is what the modo plugin exports.
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abstrax
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Zay wrote:
Zay wrote:After releasing the Region Render I get a lot of crashes when using Adaptive sampling.
More info on this.
When the slave is running the Master will crash a lot when releasing the region render by clicking in the viewport. Even if you shut down the slave and restart the Master, the Master is now very easy to crash using region render. A full reboot is required to get a stable Master and a working region render tool.
Do you use the interactive render region or the render region in the film settings?
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abstrax
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Just for your information: I added the change log and started to add some images. More to follow tomorrow...

Vijay fixed a bug in the calculation of the error estimate which makes a big difference. -> I plan to get another test build out in the next couple of days.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Daniel_Ward
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Hey guys,

great work on the adaptive sampling, it seems to work a treat. Just out of interest, is it possible to implement it with PMC?

Cheers, Dan.
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Zay
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abstrax wrote:Do you use the interactive render region or the render region in the film settings?
I use the interactive render region where you draw a box.
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funk
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I have been playing around with the triplanar texture a little more. I think the way it is implemented is going to cause problems for animated meshes.

1. This example uses a triplanar texture to do a manual box mapping, but with the seams blended out.
When you rotate the mesh, the textures "swim" through the mesh surface. I have made the X projection darker so its obvious that it always stays on 1 side of the mesh.

ORBX:
octane_306_rot_mesh_triplanar.orbx
(2.64 MiB) Downloaded 237 times
octane306_triplanar_on_rotating_mesh.jpg

2. This second ORBX uses standard box mapping projection.
When the mesh is rotated, you can see the image map "sticks" to the surface and rotates along with the object correctly.
Nothing looks unusual. No screenshot is included because its hard to tell since I cant darken one side. You can see it clearly scrubbing the timeline in the ORBX file though.

I would like to see an additional simplified version of the triplanar texture that works just like box mapping, but with a blend angle parameter (similar to how V-ray does it below)

ORBX:
octane_306_rot_mesh_box_mapping.orbx
(2.63 MiB) Downloaded 231 times

3. The last example is from V-Ray's triplanar texture
You can see the darkened side rotates along with the mesh
vray_triplanar_on_rotating_mesh.jpg
In V-Ray, the triplanar texture sticks to the surface just like box mapping. Notice it also has a "reference space" option.

Image
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pegot
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Can some one explain how to setup and use this new texture mapping? I downloaded funk's file but I can not find any specific way of connecting the six textures in the sample file. And the object in the scene just appears white.
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funk
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pegot wrote:Can some one explain how to setup and use this new texture mapping? I downloaded funk's file but I can not find any specific way of connecting the six textures in the sample file. And the object in the scene just appears white.
You need to load them in octane 3.06. Previous versions will not work. If you are not seeing a "triplanar" node, then you are on the wrong version
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pegot
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Yes I do have 3.06 test version - even had to update CUDA for it. And I seem to have all the other great new features. But I can't find the triplaner nodes. And the below screen shot is what it looks like for me when I open your file:

I'm on a Mac, by the way.
Attachments
Screen Shot 2017-02-20 at 3.52.55 PM.png
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enricocerica
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pegot wrote:Yes I do have 3.06 test version - even had to update CUDA for it. And I seem to have all the other great new features. But I can't find the triplaner nodes. And the below screen shot is what it looks like for me when I open your file:

I'm on a Mac, by the way.
Add a triplanar (texture/mapping/triplanar) texture and connect it to the diffuse node of the material. The triplanar node will provide six material node, just connect each of them to the textures.
Edit : You may use the blend angle to control the blend between each texture.
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