A forum where development builds are posted for testing by the community.
Forum rules
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.
Thanks for the information, I should have read more clearly to realize that the PBRs are not ready yet.
This is extremely helpful since I'm looking for a way to add them to the Daz Octane plugin.
I have added some to the LocalDB which I can then share within the Daz plugin.
How to enable 16K in texture displacement?
I have a 16K texture, and the shot starts from extreme close up. While 2026 greatly improves quality, it's still jaggy, and filters don't do anything
Four or five years ago it used to be that Displacement maps had an 8k limit while other textures were limited only by VRAM availability. I don't recall if that has been changed since then, and a quick search of the forums isn't turning up anything newer. I would expect it to have been stated in release notes at some point if it had been increased. I may have missed it, though. The UI for Texture Displacement in Octane 2023 for C4D still has the 8k limit built in, but I don't know if that limit applies to Vertex Displacement, too. (I'm guessing that most development for the older, texture displacement system has stopped, except for bug fixes.) If it does not, and you wanted to use a 16k displacement map, you'd need a pretty insanely dense mesh, at least in key locations.
In your situation I think I'd try to use multiple displacement textures on multiple pieces of geometry for different LODs as the camera pulls back. If you can't fudge it in a single shot with multiple pieces of geometry and multiple textures scaled appropriately for camera distance, then you can do it the old fashioned way and render multiple sequences with appropriately placed and scaled textures for several distances, then dissolve between them.
I think there was some talk of dynamically generated mesh density for displacement at one point, but I have no idea if that is still in the works, or if it was just the old, "...tool X has it so why doesn't Octane?" chatter.
Checking on the expected release cadence of 2026 builds?
We've got some Gaussian splatting work which I'd love to explore in Octane and my initial efforts didn't work so well - I'll ask a question below about that in case I've missed something in the current build.
Re: Gaussian splat assets - are we able to transform them at all? I'm far less familiar with standalone Octane but have been exploring a Nuke plugin which lets us transform Splat models fairly easily to help compose the scene. Seeing if that functionality is part of what this release offers.
Checking on the expected release cadence of 2026 builds?
We've got some Gaussian splatting work which I'd love to explore in Octane and my initial efforts didn't work so well - I'll ask a question below about that in case I've missed something in the current build.
Re: Gaussian splat assets - are we able to transform them at all? I'm far less familiar with standalone Octane but have been exploring a Nuke plugin which lets us transform Splat models fairly easily to help compose the scene. Seeing if that functionality is part of what this release offers.
Thanks so much,
Matt Hermans
Electric Lens Co.
Yes, you can transform gaussian splats with "Placement" node. E.g. connect "Gaussian splat" node to the "Placement" node's "Geometry" pin and set the transformation on the "Placement" node. The "Placement" node can be connected to a render target.
Being able to use Gaussian Splatting in Octane is amazing news. Do you have planned to implement lighting and shadows on them? That would obviously be a great feature.