Hi. Recently I watched a few movies online. One of them concerns the DX11 and tessellation. In the fourth minute, this guy starts talking about displacement map and tessellation - is it possible to get Displacement in Octan using DX11 and teselators?
http://www.youtube.com/watch?v=oCPMHIDp ... r_embedded
In the second part he shows that using the tessellation we can build a model with 2 000 000 000 (2 billion) polygons! So again - is it possible in Octan to use teselators to get more polys?
In the next film dedicated to Vray GPU (the third in a order 16min 20second) is shown - a real-time model added to render. Blender and luxrender also have this option. So you don't have to do relink like in Octan. Are you planning to add such plugins for Max, Maya, etc in the future?
http://shop.cgarchitect.com/siggraph-20 ... demos.html
Thanks.
Some future questions.
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Moved to general discussion as this is not a demo question...
The DX11 tesselation is a HW feature that is not exposed to CUDA at this time, and even if it were, it only applies to Z-buffer / raster pipelines, as they only need to subdivide what is visible and then dynamically subdivide only this part of your model/scene. Unfortunately in the concept of a GI raytracer this technique does'nt work as octane needs to find any possible part of your scene to compute realistic shading by tracing random rays. So this is not possible at this time.
Regarding 3d host app viewport integration, this would require us to focus on one specific 3d modeling package (as lux does for blender and vray for 3ds max mainly),
So it's not something we would like to add in the same way. Although a faster connection between the host app and a persistent octane session is something we are interested in developing on a short-time frame.
Radiance
The DX11 tesselation is a HW feature that is not exposed to CUDA at this time, and even if it were, it only applies to Z-buffer / raster pipelines, as they only need to subdivide what is visible and then dynamically subdivide only this part of your model/scene. Unfortunately in the concept of a GI raytracer this technique does'nt work as octane needs to find any possible part of your scene to compute realistic shading by tracing random rays. So this is not possible at this time.
Regarding 3d host app viewport integration, this would require us to focus on one specific 3d modeling package (as lux does for blender and vray for 3ds max mainly),
So it's not something we would like to add in the same way. Although a faster connection between the host app and a persistent octane session is something we are interested in developing on a short-time frame.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Thanks Radiance for your reply - as usual, very fast! From the beginning, Octan seemed to me a very friendly interface and I am glad that you're working on the 3d viewport integration host app. I am looking forward to the next release of your program.
Just to make sure, we are not working on viewport integration right now,as said this would require us to develop specific versions of the software for a limited amount of host apps. We are however exploring tighter integration of the current plugin / octane UI...FamilyGuy wrote:Thanks Radiance for your reply - as usual, very fast! From the beginning, Octan seemed to me a very friendly interface and I am glad that you're working on the 3d viewport integration host app. I am looking forward to the next release of your program.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB