OctaneRender™ Standalone 3.08 TEST 6

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Renart wrote:I agree, it would be great to have the option to keep the continuity or not and choose the blending angle.

In the example I'm showing, the UV are straights and I have a bit of subdivisions. I almost prefer the render with the previous version and the gaps.

Hopefully you can fix this :)

Thanks for the great work!
Ok, we will make it optional.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

funk wrote:1) Is there a good reason why we have a "toon ramp" node and don't just use a gradient?
Because the gradient node is a texture node and making the toon ramp pins texture pins would allow you to connect every texture with those pins, but that doesn't make any sense since we need a ramp node. Also, the gradient texture has an input texture pin, which doesn't make any sense for the toon ramps either.
2) Why does the toon ramp have float inputs rather than rgb? This is going to make it more painful to use in modo since we wont be able to see colors in the UI.
They are RGB float input pins. I assume the Modo plugin would need to handle them the same way as the value inputs of the volume gradient node. The reason why we don't have regular texture inputs is that we need colours and only colours. Regular texture pins would allow all kinds of weird stuff, the toon material can't deal with.
3) Why is there no "toon ramp out" output to use in nodegraphs?
That's an oversight and will be fixed with the next release. Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
renderingz
Licensed Customer
Posts: 153
Joined: Fri Nov 06, 2015 12:09 pm

abstrax wrote:
renderingz wrote:
renderingz wrote:Will Octanes voxelisation-displacement ever support vertex motion blur? The last two commercial projects i've done have needed vertex motion blur on displaced meshes.
any word on this?
Yes it's planned, but we haven't gotten that far yet.

Is it planned as part of the 3.1x roadmap?
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
User avatar
funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

abstrax wrote:
2) Why does the toon ramp have float inputs rather than rgb? This is going to make it more painful to use in modo since we wont be able to see colors in the UI.
They are RGB float input pins. I assume the Modo plugin would need to handle them the same way as the value inputs of the volume gradient node. The reason why we don't have regular texture inputs is that we need colours and only colours. Regular texture pins would allow all kinds of weird stuff, the toon material can't deal with.
We dont have a volume gradient node in modo... hmmm
Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

renderingz wrote:
abstrax wrote:Yes it's planned, but we haven't gotten that far yet.
Is it planned as part of the 3.1x roadmap?
We don't know yet. It all depends on how quickly we make progress in displacement mapping and how quickly the work for future versions comes along.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
renderingz
Licensed Customer
Posts: 153
Joined: Fri Nov 06, 2015 12:09 pm

abstrax wrote:
renderingz wrote:
abstrax wrote:Yes it's planned, but we haven't gotten that far yet.
Is it planned as part of the 3.1x roadmap?
We don't know yet. It all depends on how quickly we make progress in displacement mapping and how quickly the work for future versions comes along.
Thanks for the heads up.
Win `10/ Cinema 4D R17 / 2 x 780 GTX 6GB + 2 x 980ti
User avatar
Notiusweb
Licensed Customer
Posts: 1285
Joined: Mon Nov 10, 2014 4:51 am

I know this isn't really item specific, but any thoughts on when there could be a 1st glimpse into the speed of v 4.0, like will that be introduced in the post 3.1 development cycle?
(like how the toon shading was introduced in the pre 3.1 development cycle?...)
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
User avatar
BorisGoreta
Licensed Customer
Posts: 1413
Joined: Fri Dec 07, 2012 6:45 pm
Contact:

This octane color correct node which is fed into the emission node does not produce the same result on master GPUs and on node GPUs.

If nodes are active image in IPR gets darker over time because nodes produce darker image.

If nodes are disabled it renders ok.
Capture.PNG
BUG.rar
(8.44 MiB) Downloaded 260 times
deadakos
Licensed Customer
Posts: 102
Joined: Fri Feb 10, 2012 9:28 pm
Location: Hungary

Dear All,
I don't know if this is a bug or the desired way of working, but if using box-like geometries with toon materials, I can't achieve the outlines to be "highlighted" with the outline color. If I increase the outline thickness, the outlines not become thicker, but the whole surface starts to turn to black.
Please see the attached pictures!
I use toon point lights to lit the scene. What I'm doing wrong?
toon_01.jpg
toon_02.jpg
i9-9900K | 32GB RAM | 1x RTX 3080 + 1x GTX 1080 | Win11pro 64bit
leehenshall
Licensed Customer
Posts: 184
Joined: Sun Oct 25, 2015 5:44 pm
Location: England
Contact:

I don't know if this is a bug or the desired way of working, but if using box-like geometries with toon materials, I can't achieve the outlines to be "highlighted" with the outline color. If I increase the outline thickness, the outlines not become thicker, but the whole surface starts to turn to black.
I'm finding that the outline gives poor results on planar/boxy shapes in general. It looks nice on curved shapes such as characters though. I'm guessing this is a limitation of the way it is implemented....when you make the outline too big or move your camera to a particular angle, the outline seems to cover the whole shape or planar area of the model.

Hopefully it will be improved.
Post Reply

Return to “Development Build Releases”