OctaneRender™ Standalone 3.08 TEST 6

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Notiusweb
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Joined: Mon Nov 10, 2014 4:51 am

Iceman9 wrote:glTF only with standalone? I suppose perhaps. To me I want to be able to create geo and materials in a familiar and convenient environment and then run through an exporter. I'd love a c4d upgrade or plugin that permits one to create animations and interactions that export out to glTF.

I still don't quite even understand how Octane would factor into glTF. The idea with glTF is that the browser would do the rendering and that reduces rendering to a universal common denominator.

Since this is very off-topic for this thread...I'll refrain on any further comments. :D
No, it's actually VERY on-topic now given that it's under development in the current last few releases of the 3.x cycle.
Currently you can import a glTF, but it doesn't expand out to be connected to a render target. Clicking on it directly does nothing. But it is there, able to be brought in!
Now, imagine mixing and lighting a GLTF scene in Octane, that would be amazing. It could be less burdensome compared to bringing in a full mesh with everything to render.
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rohandalvi
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I would like to make a suggestion about the Complex IOR function. I think it should be 6 inputs. 3 for n and 3 for k, one for each wavelength. With just two input values it’s impossible to get accurate coloured metals. Usually in other render engines you need to input one value per wavelength (0.44, 0.55 , 0.66) for n and k . With just 2 inputs there’s no way of doing that.

Regards
Rohan.
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Jolbertoquini
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Good Morning Guys,

I have a quick question about Displacement, while I was testing in Maya (geometry deform), with Arnold/Redshift/Iray(missing preview image) I realise Octane doesn't support negative values?
I attach a scene with preview renders and the scene with the exr. Maybe is a limitation with the fast memory saved displacement or I'm setting something wrong (by the way... mid level doesn't resolve the issue, just shift the mesh result but doesn't fix or show negative values)

Cheers,
JO
Attachments
Arnold render test with displacement
Arnold render test with displacement
Redshift render test with displacement
Redshift render test with displacement
Left (Maya displacement-mesh Deformer) Right (Octane Standalone)
Left (Maya displacement-mesh Deformer) Right (Octane Standalone)
displacement_scene.orbx
Scene
(2.44 MiB) Downloaded 191 times
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NVN
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Posts: 504
Joined: Tue Jun 08, 2010 8:10 pm

Hi there,
today i updated my octane plugin from 3.04
Can anyone tell me what is uber-Material?
I cant find anything about it?
How does it works?
MildMustard
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Posts: 125
Joined: Tue Jun 10, 2014 6:00 am

Oh wait, you are only updating to 3.08 Test 6 now?? We are all on 4.0 already...
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NVN
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MildMustard wrote:Oh wait, you are only updating to 3.08 Test 6 now?? We are all on 4.0 already...
funny man....not.
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bepeg4d
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NVN wrote:Hi there,
today i updated my octane plugin from 3.04
Can anyone tell me what is uber-Material?
I cant find anything about it?
How does it works?
Hi NVN,
the Uber-shader is a new feature added by Ahmet specifically to the c4doctane plugin 3.08test. There is not a similar node in Standalone.
Basically it’s a new way of creating complex materials with multiple mix. Ahmet is still working on it.
Please, refere to this other discussion if you need help with the c4doctane Uber-shader:
viewtopic.php?f=85&t=64382
ciao beppe
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NVN
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thx bepeg4d.
bepeg4d wrote:
NVN wrote:Hi there,
today i updated my octane plugin from 3.04
Can anyone tell me what is uber-Material?
I cant find anything about it?
How does it works?
Hi NVN,
the Uber-shader is a new feature added by Ahmet specifically to the c4doctane plugin 3.08test. There is not a similar node in Standalone.
Basically it’s a new way of creating complex materials with multiple mix. Ahmet is still working on it.
Please, refere to this other discussion if you need help with the c4doctane Uber-shader:
viewtopic.php?f=85&t=64382
ciao beppe
MildMustard
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Posts: 125
Joined: Tue Jun 10, 2014 6:00 am

NVN wrote:
MildMustard wrote:Oh wait, you are only updating to 3.08 Test 6 now?? We are all on 4.0 already...
funny man....not.
I actually thought you were joking :) there is nothing like that, that i had seen.
coilbook
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Posts: 3032
Joined: Mon Mar 24, 2014 2:27 pm

can you take a look at network rendering and processing geometry speed. We have 20 cards and it takes 1 min and 30 sec per frame. 1 min and 10 sec is just to load every frame to each video card. Why? shouldn't all the data be in those video cards after the first frame. Instead of 20 sec rendering speed like viewpoint says we are getting 1 min 30 seconds. Please fix this. This is more important than your AI. Whats the point of AI if 90% of time used is to process the data. Thanks

SCene only has 6.5 mil polygons more than half are movable objects.
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