Just wanted to let everyone know that I've uploaded a video demonstrating some of the new features of Octane Render 1.0 Beta 1. The video can be found on the videos page here: http://www.refractivesoftware.com/videos.html or you can view it directly on Vimeo in HD here: http://www.vimeo.com/10155587
Sincerely:
Phil
Octane 1.0 Beta 1 Overview Video Posted
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Thanks for this, really clears up some of the grey areas I had had.
Kubuntu 9.04 | Nvidia Gainward 9500 GT | Intel Core2 Quad 2.40 Ghz | 4 GB RAM
Nice! Looks like quite a few things were worked on from the previous alpha.
Win 11 64GB | NVIDIA RTX3060 12GB
you can use this video to work with the demo too, it's %99 same in use, it just looks slightly different.Tugpsx wrote:Nice! Looks like quite a few things were worked on from the previous alpha.
I've decided not to release a demo version of the 1st beta as it's virtually identical to v0.81a in terms of features (expect for UI design changes, 3d stereo and the commercial options eg loading/saving).
So you're really not missing out on anything with v0.81a demo.
I'll publish a new demo when we release beta2, which will be very soon now.
Thnx,
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
nice video. one thing that was confusing to me was the talk of using bump & specularity maps (selecting "float" from the drop-down menus and picking an image to control bump/specularity). I thought bump & specularity mapping was not currently integrated into Octane ?
The "float" terminology is not referred to in the manual - would be good if that got some explanation somewhere as there seem to be multiple float options (float, float2 etc )
The "float" terminology is not referred to in the manual - would be good if that got some explanation somewhere as there seem to be multiple float options (float, float2 etc )
Win7 64bit. i7 3930K 4.2Ghz.32GbRam. GTX670(4Gb)+2xGTX580(3Gb) | 3xGTX780(3Gb). 337.88. 1200W. (+ 5 x i7 2600 nodes).
Actually there is no bump support but spec can be loaded as a map, since you have a material with that property.
Regarding float .. with the not-yet-activated node system, the use of other float values is rather useless.
Float itself is just a representation of a floating point number.
Other float types such as float 2 and float 3 are currently not useable since they have no input to be plugged into
Float 2 is usable for 2d stuff like uv values or a 1d position and some value, and float 3 maybe for controlling colors and ramps..
The video is great, i think it sums up most stuff that is important and gives great insight on the first workflow !
Time for the Beta 2 isn't it ?
Regarding float .. with the not-yet-activated node system, the use of other float values is rather useless.
Float itself is just a representation of a floating point number.
Other float types such as float 2 and float 3 are currently not useable since they have no input to be plugged into
Float 2 is usable for 2d stuff like uv values or a 1d position and some value, and float 3 maybe for controlling colors and ramps..
The video is great, i think it sums up most stuff that is important and gives great insight on the first workflow !
Time for the Beta 2 isn't it ?
Last edited by MDkai on Mon Mar 15, 2010 3:48 am, edited 1 time in total.
WinXp x64 | Core2Quad 2,66 Ghz | 8GB Ram| Geforce 8800 GTX | CUDA 3.0
float refers to how the numbers are stored in the computers memory,
The floatimages is an image loaded with just one single channel, corresponding to darkness/lightness, stored via a float number, which is essentially any number, positive or negative, and can include decimals.
The difference between that and a normal image is that the normal images have three (possibly four, if alpha is included) channels, so float images take either a third or a quater of the space on your vram than a normal image, which seeing as Vram is limited on affordable cards at the moment, can be used to save space for other things in your scene.
The floatimages is an image loaded with just one single channel, corresponding to darkness/lightness, stored via a float number, which is essentially any number, positive or negative, and can include decimals.
The difference between that and a normal image is that the normal images have three (possibly four, if alpha is included) channels, so float images take either a third or a quater of the space on your vram than a normal image, which seeing as Vram is limited on affordable cards at the moment, can be used to save space for other things in your scene.
Kubuntu 9.04 | Nvidia Gainward 9500 GT | Intel Core2 Quad 2.40 Ghz | 4 GB RAM
Ah, MDkai says it better.
Kubuntu 9.04 | Nvidia Gainward 9500 GT | Intel Core2 Quad 2.40 Ghz | 4 GB RAM
Nah ^^ only faster maybe
Btw.. im not used to unbiased spectral renderer (since they are slow as a slug on ice) but i noticed the node type "gaussianspectrum" which seems a littel broken right now (the purple color stays the same ? )
Is this the type for the later implemented emissive color slot ?
And float3hemi must be the day and night system position node ?
Im just curious
Btw.. im not used to unbiased spectral renderer (since they are slow as a slug on ice) but i noticed the node type "gaussianspectrum" which seems a littel broken right now (the purple color stays the same ? )
Is this the type for the later implemented emissive color slot ?
And float3hemi must be the day and night system position node ?
Im just curious

WinXp x64 | Core2Quad 2,66 Ghz | 8GB Ram| Geforce 8800 GTX | CUDA 3.0