Octane for Softimage 3.00 RC1 Full [Obsolete]

Forums: Octane for Softimage 3.00 RC1 Full [Obsolete]
Autodesk Softimage XSI (Developed by Face)

Re: Octane for Softimage 3.00 RC1 Full [Current]

Postby face » Thu Aug 10, 2017 10:22 am

face Thu Aug 10, 2017 10:22 am
Sorry, haven´t become a message of your post.
Yes, i can try to include it.
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
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Re: Octane for Softimage 3.00 RC1 Full [Current]

Postby rray » Fri Aug 11, 2017 11:32 am

rray Fri Aug 11, 2017 11:32 am
That would be so cool. Octane's performance with strands and instances is amazing.

I could instance an object with 130.000 individual hairs (30 segments each) over 100 million times with no speed issues. Opens up new workflows, you could for example easily fill the whole surface of an object like this, only for shading purposes...

Up to 2.000.000.000.000 hairs showing uses 4 of my 6 GB Video RAM though, but I guess it's okay :D

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Re: Octane for Softimage 3.00 RC1 Full [Current]

Postby face » Tue Aug 15, 2017 9:27 am

face Tue Aug 15, 2017 9:27 am
So, the next release is close.

In this release the motion blur will work correct and deformed motion blur is also added.
To en/disable it, use the pass options. So deformed motion blur will not work, if motion blur is disabled.

Both blur types will use a seperate substep which is available in the renderer options misc tab.
I have include the different substeps because it can be heavy to export a big deformed mesh with the same amount of substeps which you use with normal motion blur.

Each mesh will be disabled by default for deformed motion blur, to change it, use the mesh properties, where a new parameter is added to enable deformed motion blur.
It makes no sense to enable it by default if you have many static meshes which aren´t deformed.
This is included because without it, each mesh will be exported as deformed mesh.
It´s more work for you, but faster as to check it automatically if there is a change in vertex positions.


Get -> Material is also included in this release.


Will also try to include pointcloud instancing.


face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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Re: Octane for Softimage 3.00 RC1 Full [Current]

Postby face » Mon Sep 11, 2017 9:54 am

face Mon Sep 11, 2017 9:54 am
Sorry for long silence, but have some trouble with my stepdad.
Will try to release the next version in the next days.

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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Re: Octane for Softimage 3.00 RC1 Full [Current]

Postby rray » Tue Sep 12, 2017 12:40 am

rray Tue Sep 12, 2017 12:40 am
sounds great! (2nd half) ;)
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Re: Octane for Softimage 3.00 RC1 Full [Current]

Postby face » Fri Sep 15, 2017 7:13 pm

face Fri Sep 15, 2017 7:13 pm
Overview of the next release, which will also includes a demo version and two new example scenes.

Fixed:

* ICE Particle Orientation from Euler Rotation is now correct.
* ICE Point Segment Size wasn´t used, which is fixed.
* Swapped the "Tonemap Type" under the Misc settings.
* Motionblur is now working correct with subframes.

Added:

* Added support for deformed motionblur.
* Added parameter for deformed motionblur subframes.
* Added parameter to enable deformed motionblur for each mesh in the mesh properies.
* Added Octane materials to Get -> Material

Changed:

* Changed default Point Segment Size from 0.0025 to 0.025.
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
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