OctaneRender™ 2019.1 XB1

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Re: OctaneRender™ 2019.1 XB1

Postby funk » Fri Mar 22, 2019 8:02 am

funk Fri Mar 22, 2019 8:02 am
Would it be possible to have some global control of the displacement subdivisions.

Why? Let's say I had 10 materials all set with different values between 3 and 6, and I wanted to turn them all down to 0 quickly, I'd need to adjust each material.

If we had a global (kernel?) multiplier, I could just set that to 0 for "preview" purposes, so the scene would be fast to work with, then set it back to 1 when I wanted to render final HQ displacement.
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Re: OctaneRender™ 2019.1 XB1

Postby divasoft » Fri Mar 22, 2019 8:37 am

divasoft Fri Mar 22, 2019 8:37 am
i found some strange differences between 2018 and 2019.1 renders. Light sources now visible in medium in 2019.
https://drive.google.com/open?id=1O8OIJ ... 7j3YiowMgm
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Re: OctaneRender™ 2019.1 XB1

Postby jobigoud » Fri Mar 22, 2019 8:52 am

jobigoud Fri Mar 22, 2019 8:52 am
divasoft wrote:Another try. I use bokeh texture and get this result. Can you tell me how to use it right?


Hi,
You need to set the aperture texture Projection to "OSL delayed UV" (at the low level the camera is implemented in OSL). This will allow the camera to sample the texture correctly. It should be a black and white mask where any non-black pixel is interpreted as the aperture opening. Note that at the moment it will reduce the overall amount of light hitting the sensor so you will need to compensate somehow. This limitation will be removed in a future version.

Using "OSL delayed UV" is not necessary for the distortion texture.
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Re: OctaneRender™ 2019.1 XB1

Postby divasoft » Fri Mar 22, 2019 9:15 am

divasoft Fri Mar 22, 2019 9:15 am
jobigoud wrote:
divasoft wrote:Another try. I use bokeh texture and get this result. Can you tell me how to use it right?


Hi,
You need to set the aperture texture Projection to "OSL delayed UV" (at the low level the camera is implemented in OSL). This will allow the camera to sample the texture correctly. It should be a black and white mask where any non-black pixel is interpreted as the aperture opening. Note that at the moment it will reduce the overall amount of light hitting the sensor so you will need to compensate somehow. This limitation will be removed in a future version.

Using "OSL delayed UV" is not necessary for the distortion texture.

Oh, yes, it works. In addition, focus peaking not work in universal camera. I click on disp mesh and nothing happens.
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Re: OctaneRender™ 2019.1 XB1

Postby divasoft » Fri Mar 22, 2019 9:19 am

divasoft Fri Mar 22, 2019 9:19 am
jobigoud wrote:
divasoft wrote:Another try. I use bokeh texture and get this result. Can you tell me how to use it right?


It should be a black and white mask where any non-black pixel is interpreted as the aperture opening. Note that at the moment it will reduce the overall amount of light hitting the sensor so you will need to compensate somehow.

Using "OSL delayed UV" is not necessary for the distortion texture.

It means that bokeh texture can be grayscale only in this build?
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Re: OctaneRender™ 2019.1 XB1

Postby dermotfaloon » Fri Mar 22, 2019 10:55 am

dermotfaloon Fri Mar 22, 2019 10:55 am
rohandalvi wrote:A couple of tests with the new camera. Love the bokeh.

And since I'm very shamelessly asking for stuff, can we have custom bokeh shapes. Pleeeaaaseeee :D

regards
Rohan


I have made my own - just make a tiny cutout on a plane in front of the camera - worked fine. Just like a regular DSLR hack.
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Re: OctaneRender™ 2019.1 XB1

Postby Seekerfinder » Fri Mar 22, 2019 11:23 am

Seekerfinder Fri Mar 22, 2019 11:23 am
funk wrote:Would it be possible to have some global control of the displacement subdivisions.

Why? Let's say I had 10 materials all set with different values between 3 and 6, and I wanted to turn them all down to 0 quickly, I'd need to adjust each material.

If we had a global (kernel?) multiplier, I could just set that to 0 for "preview" purposes, so the scene would be fast to work with, then set it back to 1 when I wanted to render final HQ displacement.


+1!
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Re: OctaneRender™ 2019.1 XB1

Postby Notiusweb » Fri Mar 22, 2019 11:55 am

Notiusweb Fri Mar 22, 2019 11:55 am
Seekerfinder wrote:
funk wrote:Would it be possible to have some global control of the displacement subdivisions.

Why? Let's say I had 10 materials all set with different values between 3 and 6, and I wanted to turn them all down to 0 quickly, I'd need to adjust each material.

If we had a global (kernel?) multiplier, I could just set that to 0 for "preview" purposes, so the scene would be fast to work with, then set it back to 1 when I wanted to render final HQ displacement.


+1!



+1
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Re: OctaneRender™ 2019.1 XB1

Postby jobigoud » Fri Mar 22, 2019 12:38 pm

jobigoud Fri Mar 22, 2019 12:38 pm
divasoft wrote:It means that bokeh texture can be grayscale only in this build?

In this build it is interpreted as a binary mask. Any gray value will let the rays fully pass through at the moment.
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Re: OctaneRender™ 2019.1 XB1

Postby jobigoud » Fri Mar 22, 2019 12:53 pm

jobigoud Fri Mar 22, 2019 12:53 pm
rohandalvi wrote:And since I'm very shamelessly asking for stuff, can we have custom bokeh shapes. Pleeeaaaseeee :D

You can use the aperture texture. Create a black and white mask of the shape of the aperture, where white is passthrough and black opaque, and set it as the aperture texture. Think of it as a cardboard cutout you would place in front of the lens. The bokeh will take that same shape. Use projection mode "OSL delayed UV" on the texture.
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