OctaneRender™ Standalone 3.08 TEST 4

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milanm
Licensed Customer
Posts: 261
Joined: Tue Apr 30, 2013 7:23 pm

THE EAGLE HAS LANDED.

Congratulations guys, this is a huge step forward!

For a while I've been trying to make a "window shader" using emission and a texture in distribution slot + projector linked to the camera with some expressions but it was a mess. And then I found THIS, and since then I was hoping this would one day, maybe, just maybe, work in Octane.

But I did not expect that a simple copy/paste would work straight 'out of the box' in the first beta :shock:

Two polygons and one texture:
Image

...Five minutes, 128 triangles and 5 textures later:
Image

Here's a basic setup. Obviously, I am NOT an advanced user, so I get a crash if I try to embed a texture ( input_tex ) in the Orbx. Textures can be downloaded from the author's blog here and they should go in the "input_tex:" slot.
WindowBoxOctane.zip
(8.08 KiB) Downloaded 389 times
Have fun!

Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
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v-cube
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Posts: 487
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Location: Aachen, Germany
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This is absolutely insane! Great !
Cannot wait to give it a try!

Best
Andreas
Architectural Rendering Services
1 x 4090 GTX, 1 x 3090 GTX
http://www.v-cube.de
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enricocerica
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Joined: Wed Nov 25, 2009 7:32 pm
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Milanm,
This is such a clever feature, I thought to something like that since a while. Will check that.
Thanks for sharing
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
HHbomb
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Cool stuff here, but very disappointed by the lake of denoising system.... :-(
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
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thanulee
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Posts: 712
Joined: Sat Dec 19, 2015 11:00 pm

"We are aware that most users won't write OSL shaders, but plugin developers will be able to better emulate textures of the host application"
"You will probably notice a small delay before rendering of a new scene starts and we don't think there is not much more we can do about it."
"So when will full OSL material support arrive? We honestly don't know yet."

Considering all those disadvantages and the fact that u havent make this work yet and there is no guarantee u will, why dont u just focus on the features that are important to offline users?
Octane definitely doesnt need more shaders or brdf models, its an engine for art directors (TDs are not even interested in octane) and anyone who understands basic material theory, can pull off literally anything in octane. And thats its main advantage. That and interactivity speed, not even final render speed.
There are other engines that have this level of complexity and people that need those functions have turned there already. Octane by now cant catch em is on a different track. U need redefine what ur users need and not develop stuff that 5% will be interested in and will actually make no production works out of it.

U should prioritise ur feature request, which by now none of em has been fullfilled:
Displacement is still broken, there is no denoiser yet, no lights exclusion etc etc.

Just start top to bottom, fixing and adding those stuff, this is what we need.
Also if there was a clear roadmap on stuff (been asked so many times) would be great. Even on top feature requests are no answers from the dev team.

cheers, and thank u
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bepeg4d
Octane Guru
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Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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Hi thanulee,
thanks for kindly sharing with us your opinion.
Please, search for users requests about more procedurals, anisotropy, PBR substance support, and finally toon shading.
For most of this users, these features were absolutely essentials.
Probably you have not yet figured out how many possibilities can arrive thanks to this important update.
Please, give the time to developers to integreate all this new important features, you are going to take advantage of them in your everyday work for sure.
Happy GPU Rendering,
ciao beppe
mirobimbo
Licensed Customer
Posts: 108
Joined: Tue Dec 21, 2010 10:43 pm
Location: Slovakia

In Cycles I can see, which miracle is denoiser.
Denoiser is huge speed improvements, no tens % but hundreds %.
Therefore first thing i am looking for in new releases is denoiser ...
Second thing is suport for AMD threadripper and AMD Vega ...

Thanks
Sorry my English.
noisyboyuk
Licensed Customer
Posts: 103
Joined: Thu Apr 21, 2016 5:28 am

HHbomb wrote:Cool stuff here, but very disappointed by the lake of denoising system.... :-(
You shouldn't be disappointed, this is a great release and denoiser wasn't forecast for release until 3.09. If it isn't ready yet it's because they are trying to make it work great for YOU.
VVG
Licensed Customer
Posts: 301
Joined: Sat May 07, 2016 2:34 pm

when will already add fake Godrays and Volumelights, wireframe shader?
3.08?
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, RTX 3060x3
Octane-for-C4D(R23.110)2021.x.x, Cycles4D, Centileo. Nvidia 472.47 STUDIO
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Terryvfx
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Posts: 375
Joined: Tue Dec 30, 2014 12:43 am

noisyboyuk wrote:
HHbomb wrote:Cool stuff here, but very disappointed by the lake of denoising system.... :-(
You shouldn't be disappointed, this is a great release and denoiser wasn't forecast for release until 3.09. If it isn't ready yet it's because they are trying to make it work great for YOU.
My thoughts exactly, they never promised denoising for 3.08 plus it's going to be much worse if they release it in a hurry while still being unfinished, can you image the backlash?
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