Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

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bepeg4d
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Studio21 wrote:@beppe im mainly referring to meeting roadmap promises on schedule. like I said, its getting better and hopefully will continue this way :)

as for features, take a look at the feature requests section where light linking is at the top by a good margin. a very basic production feature that has been requested for years.

In any case, love octane and want it to succeed. i dont want to go to other options if possible :)

Peace,
Guy
Hi Studio21,
with light linking you have made the perfect example.
For you is a basic feature to have, you only need to choose the ebjects or the lights from a list, and yes, in a biased render probably it is easy to implement, but do you have an idea of the complexity of this feature in an unbiased render engine? Not only, an unbiased render engine that works only on GPU?
I have started working, and earning, with Octane when there was only Standalone application, an exporter script, no Alpha channel, and I remember the great joy when the devs have finally implemented the Alpha channel, since no one have already made it before.
Now we have a wonderfull plugin, the best in my opinion, and the SDK development is marching with regularity, with new features added at each release.
So please, try to look at Octane development from a different point of view, than the classic biased render engine.
Happy GPU Rendering,
ciao beppe
Studio21
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Hi beppe,

Im not a programmer, so i have no idea how easy or hard it is. im only a user :)

and not saying that octane isnt a great engine, since its obviously is. but we all need the basic tools with the features that will help us make a living. and when u see another GPU renderer developed in such a fast pace compared to octane, it makes some ppl reconsider their tool of choice.


Still sticking with octane since i thinks it looks the best and ahmet made a great plugin for it. i would hate to see it looses its userbase to Redshift


Peace
Guy
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zoppo
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Ron wrote:+1

Same for me. I don't want to restart my learning curve again every couple years just to discover that other render solutions aren't perfect, too ...
I was with Octane from the early beginning and since Ahmet is developing the C4D-plugin it is my prefered render solution. Thank you for doing so well!
+1 I'm not going anywhere for the time being.
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uncia
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bepeg4d wrote:
Studio21 wrote:@beppe ...but do you have an idea of the complexity of this feature in an unbiased render engine ... I remember the great joy when the devs have finally implemented the Alpha channel, since no one have already made it before.
...So please, try to look at Octane development from a different point of view, than the classic biased render engine.
Happy GPU Rendering,
ciao beppe
:D These statements just made my day :)
Thank you.
rodross
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Tag12345 wrote:My thing is that you should have to do a pass to get AO.

And from my knowledge its only a pass, but its not something that u can get in the render as is, no passes,etc.
But to my knowledge, AO is an approximation to simulate GI. If you have GI, you don't really need AO because GI is being more accurately simulated in an unbiased renderer. I assume this is why AO distance slider works in the DL kernel when GI_Mode set to AO, and it doesn't work when set to GI_Diffuse, because you don't need AO to fake the GI proximity effect, GI creates the effect more accurately.
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Silverwing
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Hi there.
Maybe this was mentioned before.
Once I set the material BSDF to another algorithm the anisotropy behaves as if it was set to 1 although the default in the slider is set to 0. I have made a small screencapture gif:
Material_Anisotropy_01.gif
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eyedesyn
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No subscription love for test versions? Mannn....really wanted to get on that Toon Shader early!
imcalledandy
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Me too! Any idea when a stable build will be available for us subscribers?
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divasoft
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Hi Aoktar. Maybe i do something wrong? I can see alpha in Octane render view, but in Render View not.
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rodross
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divasoft wrote:Hi Aoktar. Maybe i do something wrong? I can see alpha in Octane render view, but in Render View not.
Did you check "Alpha Channel" in the C4D render settings?
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