alpha channel and passes

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spillstudios
Licensed Customer
Posts: 52
Joined: Fri Feb 24, 2012 11:39 pm

Hi

im new to octane but its pretty impressive so far im using it via xsi, can anyone tell me about how i would be able to render passes - like alpha channels and z depth? would be much appreciated.

thanks

Marc
dual xeon 128gb ram titan X + 2 x 1070
windows 10 - 3dsmax + Nuke
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Magog
Licensed Customer
Posts: 283
Joined: Wed Feb 02, 2011 11:12 am
Location: Salento
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Hi Spills, I've copy/paste from other discussion:

OctaneRender® 1.025 b2.57 Test release [CURRENT]
Hello,

The OctaneRender® Team is pleased to announce the beta 2.57 Test release.

Changes introduced in 2.57

Deep channel rendering.

Octane has a new kernel which renders false-color images of the scene, containing various types of
information about the scene. The following settings are available:
Geometric normals
Shading normals
Position
Z-depth
Material ID

For display these values are scaled to get values approximately between 0 and 1. All tone mapping
settings except for gamma and min_display_samples are ignored. For the Z-depth setting the exposure
setting controls which value is mapped to white. To save these channels you should use untonemapped
EXR. And in scenes where the environment is visible you should enable the alpha channel.


I Hope that help u.
i7 970 3.3 GHz | 12Gb Ram | GTx550Ti for display + Gainward GTX580 1.5 Gb and Zotac 590 3 Gb for Octane | Win7 x64 __ Softimage 2011.5
spillstudios
Licensed Customer
Posts: 52
Joined: Fri Feb 24, 2012 11:39 pm

thanks for that!
dual xeon 128gb ram titan X + 2 x 1070
windows 10 - 3dsmax + Nuke
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