NOX RENDER
- Elvissuperstar007
- Posts: 2506
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
And before the discussion arises:
The watermark will be removed in one of the next versions - and you have official permission to crop the watermark from current renders. But hey, sound the drum.
It has no bump/normal/displacementmapping and no SSS yet.
It will remain free.
It has a tight Blender and 3dsmax integration.
The watermark will be removed in one of the next versions - and you have official permission to crop the watermark from current renders. But hey, sound the drum.
It has no bump/normal/displacementmapping and no SSS yet.
It will remain free.
It has a tight Blender and 3dsmax integration.
[email protected]|GTX 470@750/[email protected]|ASUS P5Q-D|8GB-DDR2|Win7x64 Pro|Ubuntu 10.10 x64|CUDA 3.21|FW 285.38|Octane 252|Blender 2.59b
It is CPU based and a bit slow (compared to GPU) but the lens effects look really nice.
RS should spend some time on Bokeh, glare,...
I couldn't find a way to import objs
RS should spend some time on Bokeh, glare,...
I couldn't find a way to import objs

Yes, RS should expand Octane to the possibity to regulate lightsources in "postproduction" like NOX or Luxrender can.
As an old Luxrenderactivist Radiance should know how to add this feature into Octane and maybe it's probably already on the todo list ?
Kind regards
Alain
As an old Luxrenderactivist Radiance should know how to add this feature into Octane and maybe it's probably already on the todo list ?

Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
Hi guys,
I think that rendering with 10 films for 10 different lightsources and then mixing them afterwards is a dirty solution, which grew out of it's need on slow non-interactive (configure, export, load, render) unbiased engines. Also, wasting 1GB of film buffer on a GPU is not very comfortable at all.
OctaneRender is all about being able to tune the lights while rendering.
I'd rather focus on building something innovative to solve the problem propperly than bolting on dirty solutions like this.
I think this makes more sense in the long-run.
In a few years with kepler and maxwell class NVIDIA GPUs things will look very different.
Radiance
I think that rendering with 10 films for 10 different lightsources and then mixing them afterwards is a dirty solution, which grew out of it's need on slow non-interactive (configure, export, load, render) unbiased engines. Also, wasting 1GB of film buffer on a GPU is not very comfortable at all.
OctaneRender is all about being able to tune the lights while rendering.
I'd rather focus on building something innovative to solve the problem propperly than bolting on dirty solutions like this.
I think this makes more sense in the long-run.
In a few years with kepler and maxwell class NVIDIA GPUs things will look very different.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Sorry, I am not a technician but it would be just sweet to have lens / light fx as an option in the render.
If these are post effects wich require a lot of RAM could it be an idea to let the CPU take care of these kind of post fx?
If these are post effects wich require a lot of RAM could it be an idea to let the CPU take care of these kind of post fx?
Me too; clean renders in Octane do take hours as well (except for Yoonkungpixie wrote: I rather prefer the multi-light approach where you can tune the light afterwards...

Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/