Yes it should be working correctly.g0ll4m wrote:Will this build work with gtx 1080 ti?
OctaneRender™ 2018.1 XB1
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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.
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.
- rohandalvi
- Posts: 169
- Joined: Tue Apr 20, 2010 7:39 am
Thanks for the reply to the volume question and the attribute code.
FYI, I was using path tracer and not direct lighting kernel, so the AO distance won’t really come into play. I think there might be another issue which is causing the volume look to change that drastically.
If you’re interested I’ll attach the files and the volume so you can test it on your end.
Regards
Rohan
FYI, I was using path tracer and not direct lighting kernel, so the AO distance won’t really come into play. I think there might be another issue which is causing the volume look to change that drastically.
If you’re interested I’ll attach the files and the volume so you can test it on your end.
Regards
Rohan
yes - it is actually implemented in a new OSL camera shader we have been building internally. This is one of many new nodes being developed by us (and eventually others) for a future liveDB v2 OSL/ORBX/ etc marketplace, but we can share this as-is by RC1, via a new ORBX download with a collection of such nodes (including Vectron and Spectron ones like the one posted for XB1) that you can use for now, until we finish the online system.divasoft wrote:I still hope to get an answer to my question.
Do you plan to implement custom bokeh?
that is, I will need to write code instead of just selecting the image in the camera tag?Goldorak wrote: yes - it is actually implemented in a new OSL

no it’s our code, just written as an extension for a new camera type, vs. built in, but shouldn’t matter to artists from a UX level. This is also how new lights can be added as well starting with this reversion.divasoft wrote:that is, I will need to write code instead of just selecting the image in the camera tag?Goldorak wrote: yes - it is actually implemented in a new OSL
- leehenshall
- Posts: 184
- Joined: Sun Oct 25, 2015 5:44 pm
- Location: England
- Contact:
Does this mean you are rebuilding the perspective camera in Octane 2018.1 using OSL? If you are doing this please can you include the ability to zoom in and out of the camera sensor/filmback.yes - it is actually implemented in a new OSL camera shader we have been building internally. This is one of many new nodes being developed by us (and eventually others)
This is a must for high resolution print work and hopefully should be easy to implement. In Maya it's called film back post/pre scale, it works in a similar way to viewport 2d pan zoom except it's controlled by an attribute in the camera film back settings. Using this in combination with film offset allows you to crop into areas of your composition for rendering at high resolutions.
The effect can also be reversed to allow you to extend the render area without changing the camera lens.
It would also be great to have presets and controls to build real world cameras such as a Phase One, 5DSLR, 5D, Nikon D5, D850, Hasselblad etc.