OctaneRender™ 2018.1 XB1

Forums: OctaneRender™ 2018.1 XB1
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby ramone163 » Thu Nov 22, 2018 1:54 pm

ramone163 Thu Nov 22, 2018 1:54 pm
Goldorak wrote:
ramone163 wrote:This new "Procedural Volumetric Lights" works very fast. Great job.
But it is like some fake with cone object? When you inside this cone, volume disappears.

And I think it is a little bit cheating to show us a demonstration of this effect with Diffuse and Specular depth = 1. Ofcorse render is fast, but who use Diffuse and Specular depth = 1?


There is a new setting next to those two called scatter depth - it is global now but the plan is to make that part of each light volume if possible so it can be customized. In any case yes the faster volume speed you get a form to scatter depth 1 or 2 is a big help in any scene


But the question was about Diffuse and Specular depth, not "scatter depth".
And about the camera inside the "Cone" Volume object.

I understand that marketing is very important for you. But it was very clever to snow in Octane 2018 presentation power of new Volume Light only at this point, that is favorable to you. And not showing us the side view, where we see the cone object and view when the camera is inside the cone.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby rohandalvi » Thu Nov 22, 2018 2:25 pm

rohandalvi Thu Nov 22, 2018 2:25 pm
Firstly, congratulations on a great release and on 2018.1. The new feature list looks really exciting.

The new vectron stuff looks interesting. But I have a question. It all looks code based. Will there be ready made nodes that we can directly use to do stuff?

Like take a volume sdf and directly connect a texture to displace it. Right now I'm using the displace node from the example file. Or the volume boolean stuff. It would be nice to have this as ready-made nodes and not something I need to copy paste code for every time.

regards
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby tim_grove » Thu Nov 22, 2018 2:39 pm

tim_grove Thu Nov 22, 2018 2:39 pm
What the future of pricing for existing subscription holders? Are subscriptions moving to an annual purchase only too?

It's unclear whether we should upgrade now and take advantage of the 25%.
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby FrankPooleFloating » Thu Nov 22, 2018 2:51 pm

FrankPooleFloating Thu Nov 22, 2018 2:51 pm
I think it would be wise to run the Black Friday deal through till the end of November, at the minimum. I just stumbled upon this when checking the DBR stuff this morning.. which I am sure many folks do not do every morning. And some likely never look at DBR threads at all.

As I just posted in a LW thread: Otoy should have given a better heads-up about this bs. I have the box ticked in my account to receive news etc, but I never get any in my email... I think Jules assumes that every last Octane user on Earth is on Facebook (I'm not), and when he announces crap there, is under the woefully misguided notion that it is being seen by all...

So maybe Otoy should fix the email announcement stuff and send emails to all licensees about the move to subscriptions and give folks a proper chance to weigh their options and upgrade to sub with the discount, after having time to go through all the pertinent info...
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby FastKatt » Thu Nov 22, 2018 4:11 pm

FastKatt Thu Nov 22, 2018 4:11 pm
Goldorak wrote:If you want to pay even less, it's 25% off and only $14.99/month if you sign up before Black Friday (1 year minimum, 3 years maximum at this price).


Pricing is wrong for All Access when I go to the purchase page. It is only showing the first year at the discounted rate for me.

This is what I get when selecting the various options:
1-Year: $179
2-Year: $418 (179+239)
3-Year: $657 (179+239+239)

Based on a maximum of three years at the discounted rate it should be
2-Year: ~$358
3-Year: ~$537
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby PolderAnimation » Thu Nov 22, 2018 4:34 pm

PolderAnimation Thu Nov 22, 2018 4:34 pm
what a great update! Thanks guys! extremely happy with cryptomatt!!! Thanks!
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby coilbook » Thu Nov 22, 2018 5:15 pm

coilbook Thu Nov 22, 2018 5:15 pm
so with vectron can we have procedural noise displacement? Can we also have more noise types added? https://youtu.be/zbZZlxB5UK8
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby enricocerica » Thu Nov 22, 2018 6:22 pm

enricocerica Thu Nov 22, 2018 6:22 pm
Wow, just looked the date, it's november 22 not december, for one second I really thought it was xmas :)
Seriously, I see some great and awaited sutuff here, what a beautiful surprise !

This said, I meet an issue with a image texture, it is rendered completely blue, though it contains several colors (blue, red, yellow, white and black), will investigate to try to isolate the context.

What it should be :

Capture1.JPG


What I got :

Capture2.JPG
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby matrix2012 » Thu Nov 22, 2018 7:52 pm

matrix2012 Thu Nov 22, 2018 7:52 pm
Hi,

linux please
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Re: OctaneRender™ 2018.1 XB1 [latest 2018]

Postby Silverwing » Thu Nov 22, 2018 7:55 pm

Silverwing Thu Nov 22, 2018 7:55 pm
Congratulations everyone to the Release! I am happy to see the 4.0 being out and 2018.1 XB revealed!

I have a question about the Vertex and User Data Attributes:
Can someone show me how to access the vertex attributes in a shader. I have exported a test geometry with vertex color attributes. But I can´t find a vertex texture to map it to the material. I expected to find it under "Texture" "Geometric"
If its OSL. Whats the syntax to get the info into the color?

Thanks in adavance!

Cheers,
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