OctaneRender™ Standalone 3.08 TEST 6

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atome451
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Hello everyone,
I do not know if this has already been mentioned but there is a problem with Diffuse or Specular materials containing Scattering Medium when using network rendering and the "Minimize net traffic" setting is active. With this parameter inactive, there is no problem but the phenomenon remains visible in the first samples and it is more noticeable with the "Coherent ratio" activated.
The problem occurs in Pathtracing and Directlighting GI_Diffuse but not in PMC of course.

EDIT: I was wrong. Disable "Minimize net traffic" works in low definition. But for an HD rendering, the problem reappears.
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Sorry for my bad english...
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Jolbertoquini
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deadakos wrote: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
The reason is simple they use a Falloff node based on the 90 degrees view, is nice for quick result but flat surface with low angle provide issues the best way is to draw based on contour kind like wireframe, when a good solution is use Maya they have a drawing option called "outline" this create a paintFX for contours but rendered with octane they actually "hairs" , give me a great contour results. Maybe this would give you one idea on your on soft to build similar setup.

Cheers,
JO
Octane Render for Maya.
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Notiusweb
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I know I am late on this because it was released in Test version 5, but great job adding LUT option.
SO AWESOME!
I love it
:D
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Notiusweb
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OOOOOOOOOHHHHHHHHHHH!!!!!!

Can I ask for something... :cry:

Can you make it so we can add multiple LUTs, simultaneously? :o
Like could we have it where we could add more additional LUT nodes in the Camera Imager, and stack them.... :P :P

As it is, I can add a single Camera Imager, but I do not know how to connect multiple "LUT in"s to a single Camera Imager node, only one can be connected at a time. :?
Could we have a splitter, like the Geometry Group, but for multiple LUT ins (I'm thinking like 5 or 6!!!!)

PLEEEEEEAAAAASE....
Would be SICK!....

THX!
SNM.jpg
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calus
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Notiusweb wrote:OOOOOOOOOHHHHHHHHHHH!!!!!!

Can I ask for something... :cry:

Can you make it so we can add multiple LUTs, simultaneously? :o
Like could we have it where we could add more additional LUT nodes in the Camera Imager, and stack them.... :P :P

As it is, I can add a single Camera Imager, but I do not know how to connect multiple "LUT in"s to a single Camera Imager node, only one can be connected at a time. :?
Could we have a splitter, like the Geometry Group, but for multiple LUT ins (I'm thinking like 5 or 6!!!!)

PLEEEEEEAAAAASE....
Would be SICK!....
Hey Notiusweb, is it a Joke as usual ?
if it's not, well it's still funny as we already have 3 level of LUTs apllyed by the imager !!!!
"camera response" is one LUT, imager settings like"white point"/"saturation"/"gama"/"highligth compression" is another LUT, and well custom LUT is a LUT,
then depending in which order they are applyed we have different result (choice possible between 6 LUT orders :shock: ).
So Octane imager already have by far the most complex tonemap previewing system ever for a renderer :D


Despite this complexity this is still only half useful while we can't export from Imager a summarizing LUT which could be used on linear EXR in Post Process software.
Pascal ANDRE
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Notiusweb
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calus wrote: Hey Notiusweb, is it a Joke as usual ?
if it's not, well it's still funny as we already have 3 level of LUTs apllyed by the imager !!!!
"camera response" is one LUT, imager settings like"white point"/"saturation"/"gama"/"highligth compression" is another LUT, and well custom LUT is a LUT,
then depending in which order they are applyed we have different result (choice possible between 6 LUT orders :shock: ).
So Octane imager already have by far the most complex tonemap previewing system ever for a renderer :D


Despite this complexity this is still only half useful while we can't export from Imager a summarizing LUT which could be used on linear EXR in Post Process software.
To anyone who wants to celebrate inefficiency, praise lack of innovation, and fall into a pit of the mundane, then yes, anything altering the image, by default, counts as an LUT.

Let's see the other LUTs:
The hardware controls on your monitor... That's an entire set of LUTs, right?
What else...
Wait...you can put on sunglasses, right? RIGHT!!!??? That's an LUT...
And think of it...you can even squint your eyes if you want things darker also. And If you want things brighter, you can push your face way up close to the screen....That's an LUT
And now that I think of it, I can look away from the screen all together, wicked effect right there....Right?...Picture this - who needs After Effects if you can spin around and circles and then glance at the screen really quick.
Or, contemplate this - you can look at an image, and then morph the lighting inside...your imagination....and then, tell someone about it...Virtual LUT.

So yes, the amount of imaginary LUTs are limitless...I agree with you 100%.

BUT - I am thinking of combining multiple real ready .cube files together, in differing numeric amounts, completely independent of the other Camera Imaging features, to fashion an image in new inspiring ways.
This would be the dawn of something amazing. Something unique, something special.
I hope that the knowledge exists how to add more LUT IN nodes to be connected into the Camera imager simultaneously. More advanced, an ordering system of how they could be sequentially applied...
Because this would be powerful.
VERY POWERFUL...
POWER LIKE YOU HAVE NEVER SEEN.

Or you could change white-point and call it a day....yey....

:twisted:
Last edited by Notiusweb on Thu Dec 21, 2017 3:56 pm, edited 1 time in total.
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milanm
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@Notiusweb

You can add as many Luts (and also curves,levels,hue/saturation..etc) as you want in Photoshop and then combine them in one single Lut. Load your render without color correction, throw as many Luts as you want until your image looks like garbage and then just use File/Export/Color Lookup Tables. ;)

@calus
calus wrote:Despite this complexity this is still only half useful while we can't export from Imager a summarizing LUT which could be used on linear EXR in Post Process software.
This is a very good idea, you have my vote. Some kind of solution is needed definitely. I mean, I've seen more than one user on this forum asking for untonemapped-tonemapped images. Sure, IM(not so humble)O Octane is a render engine and not a post production app. But here we are, eight years later and live viewer and imager are kind of Octane Render trademark feature. It's a good opportunity for Octane to lead the way when it comes to look development workflow.

Cheers
Milan
Colorist / VFX artist / Motion Designer
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Notiusweb
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milanm wrote:@Notiusweb

You can add as many Luts (and also curves,levels,hue/saturation..etc) as you want in Photoshop and then combine them in one single Lut. Load your render without color correction, throw as many Luts as you want until your image looks like garbage and then just use File/Export/Color Lookup Tables. ;)

Cheers
Milan
Wait,
WAIT...
hold on...
You can do post editing in Photoshop?
NO WAY....

Why did we even have one LUT channel then if we can do in Photoshop.
Heck, okay...everyone...get rid of the camera imager...don't use it...we can do it in Photoshop.

Know what?...I'll go one further...we don't have to render at all...we can go online, do an image search, and find an image close to what we were imagining creating.

PLUS, how to animate that as part of the Batch render frames, in the Standalone....
After going to Photoshop and applying post effects, how do we get it back in Standalone?
You know, so we can augment everything with the Bloom/glare Post Processing effects in Octane?
I see about combining, but how to then animate each LUT individually, independent of the other?

BTW - I hear that use of the Post Processing node in Octane is unneccessary...
you can do it in Photoshop...
:twisted:
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milanm
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Image

Bye
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
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Notiusweb
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I think some see LUT only in context as a post processing effect, a final touch to a single rendered image. The end.

But Not all of us!
For example, I see in the context of LUA script, it is a node value to be animated. And, if you could have multiple variants of this animation in a single scene, even greater possibilities. ie - One LUT type to another, not merely 0 to 100%.

Some do not HATE the idea of Octane growing beyond that of a sole Render Engine.
Some, in fact, LOVE it.

So, it would be AWESOME if we had the ability to add multiple single node LUTs to the Camera Imager node.

THX!!!!
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