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haze wrote:We are working hard on all of this. At the moment, there are some very large features in development, aimed at 2025.
We are planning to make some preview releases in the next couple of months of 2025. Unsure at this stage whether there would be a closed beta or public one.
haze wrote:I realised I said 2025, but actually meant *version* 2025.
The plan is to make some preview releases of version 2025.1 soon.
Do you think 2025 will take same amount of time to get it to Stable?
Not much time to use features on a production pipeline, unless stabilizing 2025 will be long like this one.
Regards,
Can you please automate or rewrite the sampling rate system for lights and light-emitting meshes? (By the way, AI light works well with octane lights and NOT with light-emitting meshes ) The system should know what lights or mesh-emitting lights need a higher sampling rate or less. When a scene has lots of lights and imported light emitting meshes with different sampling rates (older scenes needed different values therefore they are not set to 1 anymore), it becomes impossible to keep the lights balanced and clean. The sampling rate should be phased out.
Example:
10 lights were created. 5 lights had a sampling rate changed to 100 due to noise (who knows why not 50 or 200?). (Are we supposed to visually decide what number?
Then some glowing mesh was imported. Too noisy. The sampling rate is now 500 for the mesh.
Later, new lights were made, but they have specularly noisy material around them. Let's set them to 2000, even though who knows what the best number is not to waste resources.
Then the scene was reopened four months later, and no one remembers what light has what sampling rate. More lights were added, and they are noisy. They are set to 3000 (just because there are no rules with sampling rate), but then the first lights with 100 sampling rates later show up noisy. It is a mess.
I think with advancements in AI and hardware/software, we should just click "render" and all our lights will be noise-free.
haze wrote:We are working hard on all of this. At the moment, there are some very large features in development, aimed at 2025.
We are planning to make some preview releases in the next couple of months of 2025. Unsure at this stage whether there would be a closed beta or public one.
Can someone from Otoy confirm or deny whether the Unreal 'style' decal system will be added in core as per the roadmap shown ? I'm assuming 'in core' means Standalone ?
I have already asked Jules Urbach this question and he signposted me here...