Did not want to put this in the New releases as these are not bug reports Just some questions on some of the cool new features
How does one use the multiple render target nodes?
And is alpha shadows for Direct lighting.... does that mean that I can render something with an alpha channel and get the shadows that it would have cast on a floor if it had been there kind of thing (as in keyshot)
I I applied a portal material to a plane and then tried to adjust its features and it does not have any that I can see.
Realize you are busy with 248C... but if you can throw some explanations as to how they work some time that would be great.
Thanks
Peter
Direct Lighting Alpha Shadows and Render Targets and Portals
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- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
The portals should only speed up the rendering times (in best case). The difference in look is very subtle.
Search for the Portal tutorial form Radiance.
Alpha Shadows in DL cast alpha shadows. Additionally transparent material let light through what is very handy.
Search for the Portal tutorial form Radiance.
Alpha Shadows in DL cast alpha shadows. Additionally transparent material let light through what is very handy.
As Refracty said, If you read these posts, you should have all informations :Refracty wrote:The portals should only speed up the rendering times (in best case). The difference in look is very subtle.
Search for the Portal tutorial form Radiance.
Alpha Shadows in DL cast alpha shadows. Additionally transparent material let light through what is very handy.
http://www.refractivesoftware.com/forum ... =21&t=7300 //render target node
http://www.refractivesoftware.com/forum ... =21&t=7210 //portal
With Alpha shadows you're able to compute shadows through transparent objets (specular, alpha textures or opacity materials).
It used to work in PT and PMC kernel.
It's a new option in DL in 2.48.
win 7 64 | i7 2600 3.4Ghz | 8Go | GTX 580 | 3dsmax | Octane for MAx 3.01 |Driver 306.23 |CUDA Driver 5.00
I'm currently making a series of 15+ up to date octane render tutorials. i have a 15 min tutorial on render targets, it will be uploaded tomorrow 
I will dedicate a post/thread to all of them when i think i have enough on the list.
currently working on:
Emissions, IES files
Render Kernel settings and parameters
RenderTargets
Portals
It takes 2.58 hours to record, edit, compress, upload one tutorial so keep on checking this week
You can view them at:
http://www.youtube.com/user/MTimtam
But for now check the pages that gzavye posted

I will dedicate a post/thread to all of them when i think i have enough on the list.
currently working on:
Emissions, IES files
Render Kernel settings and parameters
RenderTargets
Portals
It takes 2.58 hours to record, edit, compress, upload one tutorial so keep on checking this week

You can view them at:
http://www.youtube.com/user/MTimtam
But for now check the pages that gzavye posted
Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
This is really helpful. Great work.radiant wrote:I'm currently making a series of 15+ up to date octane render tutorials. i have a 15 min tutorial on render targets, it will be uploaded tomorrow
I will dedicate a post/thread to all of them when i think i have enough on the list.
currently working on:
Emissions, IES files
Render Kernel settings and parameters
RenderTargets
Portals
It takes 2.58 hours to record, edit, compress, upload one tutorial so keep on checking this week
You can view them at:
http://www.youtube.com/user/MTimtam
But for now check the pages that gzavye posted
Thanks.
Best Regards, Jitendra
Thanks, its refereed now..gzavye wrote:As Refracty said, If you read these posts, you should have all informations :Refracty wrote:The portals should only speed up the rendering times (in best case). The difference in look is very subtle.
Search for the Portal tutorial form Radiance.
Alpha Shadows in DL cast alpha shadows. Additionally transparent material let light through what is very handy.
http://www.refractivesoftware.com/forum ... =21&t=7300 //render target node
http://www.refractivesoftware.com/forum ... =21&t=7210 //portal
With Alpha shadows you're able to compute shadows through transparent objets (specular, alpha textures or opacity materials).
It used to work in PT and PMC kernel.
It's a new option in DL in 2.48.
Best Regards, Jitendra