ZDepth
Matte Shadow!!
AO
for starters

as with the way any unbiased renderer (raytracer) works, you imo just can't have any passes apart from alpha and depth. "fake" renderers generate shadow/diffuse/reflection/etc. passes "by nature" - an unbiased renderer just fires a ray into space ;) and looks what happens, e.g. what the resulting color is. no passes & no way to calculate them; at least no efficient way i can think of; maybe the direct lighting mode could provide such passes, i don't know. but where octane really shines (in the truest sense of the word) is pt/pmc...mkirylo wrote:Octane is really great I've been doing some testing at home . I would love to push this for use in production. but there is no way I can make this work in a production pipeline with no break out passes. currently we use vray and we have lots of virtual back ground environments that take hours to render on a pretty large render farm. I would need basic break outs like Dif, spec, refl, refraction, etc in order to even bring this up as a better option for rendering all these virtual environments. Right now with just a bty render with an alpha its not practical to use in production unfortunately. is there an ETA on getting break out passes to work with octane is it something that is still being worked on ?
for the final 1.x release afaik only depth was announced. "unbiased" does'nt mean progressive rendering, but a totally different way to calculate the color of a pixel (raytracing vs. everything else a biased renderer uses to create the ouput); progressive rendering is just the way to get this done.Proupin wrote:Expect passes as a 1.x feature... besides being vram taxing, I can't think of a reason why reflection and even object id's couldn't be sampled really...
vimaxus, AO is already available, with the clay mode thing you virtually have an AO pass... unbiased has no relation to the physical accuracy, but the progressive rendering method, where more time->more samples->more quality, ad infinitum. In that sense, directlighting is also unbiased as it doesn't have bias errors, and it gets sampled by the same progressive method as PT or PMC.
the clay mode uses whatever render kernel you have selected. if you use pmc + clay, there is no such thing like ao distance.Proupin wrote:in clay mode you can adjust the AO distance, you are basically looking to an AO render... right?
From what i understand, progressive rendering is what pretty much makes it unbiased; Vray RT is unbiased just because of it. As samples approach infinity error approaches 0. Do two biased rendering and they will look different (same amount of samples in different places). Do two unbiased renders and they will look exactly the same (except for noise variance).
To do different passes would be like doing a render inside a render, meaning more information besides resulting color should be buffered. I guess it would be slower and consume more Vram.