ICEFX - OctaneImager - what, when, where?

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ramone163
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Goldorak wrote on Apr 15, 2016:
Hi,
OctaneImager is a post processing API/module system we are building with OctaneEngine's more friendly post processing hooks in mind. It has its own ORBX plug-ins and filters (e.g ICEFX, LightField rendering, toon shaders). These can override and customize the current imager/post node system. It can also be used independently of the 3D rendering kernels to do pure post work with Octane film buffers or other media.
So what is the destiny of ICEFX? Where this toon module, that can be used independently of the 3D rendering kernels?
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Goldorak
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It’s largely now baked into Octane 3.08 - OSL shaders, toon, LUT and render to image can make all those effects and many more.
itsallgoode9
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i'm confused. I was under the impression the ICEFX was basically an upgraded camera post process thing (better bloom etc), that would function the same way, but this makes it sound like it's dealing with nodes instead. Did the functionality/integration of ICEFX change or did I misunderstand it from the beginning?
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justix
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itsallgoode9 wrote:i'm confused. I was under the impression the ICEFX was basically an upgraded camera post process thing (better bloom etc), that would function the same way, but this makes it sound like it's dealing with nodes instead. Did the functionality/integration of ICEFX change or did I misunderstand it from the beginning?
I also understood that the ICEFX could bring more Camera tools like Contrast, Sharpness and some more additional ( to the very welcome LUT loader )..is that not the case?
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Goldorak
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justix wrote:
itsallgoode9 wrote:i'm confused. I was under the impression the ICEFX was basically an upgraded camera post process thing (better bloom etc), that would function the same way, but this makes it sound like it's dealing with nodes instead. Did the functionality/integration of ICEFX change or did I misunderstand it from the beginning?
I also understood that the ICEFX could bring more Camera tools like Contrast, Sharpness and some more additional ( to the very welcome LUT loader )..is that not the case?
We baked in as much of ICEFX + toon shading into 3.08 and OSL as we could fit into this release (and yes the LUT in 3.08 came from ICEFX codebase too) and decided to expose it all in the node system directly, vs making it a module (which would have made it tricky to do toon lights for example) .

In 3.08 OSL shaders you can do: contrast, filters, dilation, convolution kernels, all PS blending modes, channel operations, layers, etc. and many more processing effects across any texture, including displacement (w/ bake to texture node) and also (albeit with a script) a render target pass too. The missing piece there is cleaning up the render pass API for sending RT pass ->live texture script node->OSL texture. That is in the works after 3.09 is done ( the script node is a simple refactoring of the current render to texture job node, but it works without blocking the render or forcing the results to have to save to file).

We do need to finish 3.09 denoiser AOV system ahead of full OSL support with RT passes, as it will impact the post processing workflows heavily - and in a good way.

For example, 3.09 test 2 is already able to denoise diffuse/specular/transmissive rays and put them in individual AOVs, which allows you to blend the all these different denoised passes together and also with their original passes through an OSL texture blending node. So this means the OLS could apply only denoising to reflections, and further blend the denoised reflection pass with the src reflection AOV based on roughness * noise level for example.

After 3.09 is done, we will be looking at exposing more advanced (and novel) ICEFX features which haven't been possible to efficiently implement in the earlier node graph systems.
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justix
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Thanks for this information, I may have gather it wrong but the Contrast filter as for example only apply to the OSL shader programming? I thought that we would have something for the Camera imager instead..but the Denoise is a huge leap forward as for my recent test with the usual FS I'm losing 5 minutes keeping the same Noise treshold..if that works the same obviously..Bring it on :evil: :lol:
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