
Especially for Octane Blender.
I want to +1 this more times than would be sensible. Displacement in Octane is such a miserable experience. Are there any hints on a roadmap that this is due an overhaul?leave2 wrote:Displacements are by far Octanes most obvious weakness. The implementation of them is terrible, and lag behind even ancient renderers like Modos. Like already stated above, vertex displacements just aren't an option for 99% of people interested in speed and efficiency.
I remember the most I realised how bad they were. I needed to add two displacements together to create slightly embossed text on a logo, and when using vertex, it added 3 million triangles to a scene that was only 820k to begin with.
Compare that to Modo where you just drop a displacement in the shader tree and you can stack them all day.
I actually don't understand why displacements are so bad in this renderer.
Yes! This. Render Layer Reflection Alpha would be incredibly useful for VFX compositing. Number one feature request for me.jessestormer wrote:Something that has been #1 on my wish-list for a long time... is an alpha channel / matte for the reflection pass when using 'render layer'.
Essentially (particularly on light-colored backgrounds) setting the reflection to 'add blend mode' is not enough. Part of the compositing is obscuring other reflections from behind the object as well -- where the 'alpha channel' comes in, or even the AOV (including reflection)
Thank you! I am hoping this shows how setting the reflection pass to add mode is not enough -- and why an alpha channel for the reflection would be INCREDIBLY helpful, or even the ability to render the reflection matte for that object (without multiple render settings/exports) Although it is currently technically possible to get the passes necessary... 'render layer' removes the reflection matte that is necessary from the AOV pass, making this a two-step render process
I appreciate all of your teams' work on improving Octane
Admittedly, I don't understand all of the technical nitty-gritty, but here is a link to the paper and presentation from SIGGRAPH:skientia wrote: It's seemingly not much different from Nishita / Planetary. Any paper available? Documentations from these mentioned renderers are not informative.
And one year later, displacements are still miserableadrianr wrote: Mon Sep 23, 2024 3:49 pmI want to +1 this more times than would be sensible. Displacement in Octane is such a miserable experience. Are there any hints on a roadmap that this is due an overhaul?leave2 wrote:Displacements are by far Octanes most obvious weakness. The implementation of them is terrible, and lag behind even ancient renderers like Modos. Like already stated above, vertex displacements just aren't an option for 99% of people interested in speed and efficiency.
I remember the most I realised how bad they were. I needed to add two displacements together to create slightly embossed text on a logo, and when using vertex, it added 3 million triangles to a scene that was only 820k to begin with.
Compare that to Modo where you just drop a displacement in the shader tree and you can stack them all day.
I actually don't understand why displacements are so bad in this renderer.