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pitiwazou
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Posts: 25
Joined: Wed May 19, 2010 4:57 pm

Displace for character rendering will be really great !
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PolderAnimation
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Reggie wrote:Does everything have to be so physically accurate?

I don't really see the point in restricting everything to be perfectly physically accurate. Artists have always been given convenience adjustments in the past and the result is always good. So I'd like to request color correction for textures, lights and ambient occlusion... and in general, I'd like to see Octane be more artist friendly rather than focus on what's phyiscally accurate.
I agree, like a feature to boost colorbleeding for example, would be great.
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Proupin
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It would be cool if they made ambient occlusion color bleed. Here's a paper about it. Totally agree on the flexibility, it looks complex because of all the fancy node names (floatderpimage), but it's actually pretty limited and dumbed down, IMHO.
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

I'm also for the option to have more flexibility at the expense of strict realism. Because all in all we are trying to fake stuff and deliver artistic results, not simulating RL physics.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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Teknogon
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Joined: Fri Mar 30, 2012 1:31 pm

1- Could you add an option to render reflections of lights when lights invisible. it is important when we render metals or glossy objects. There is an option to do that in vray light menu, and it is so usefull I think.

2- When I render products I use VrayMtlWarpper to make some reflections on products and shadows on environment color or alpha channel. Could you add a material like VrayMtlWarpper.

Im not comparing vray and octane but I wanna see that good options on OctaneRender because I love it :)
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MEC4D
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Posts: 164
Joined: Tue Mar 06, 2012 7:14 am
Location: NYC , USA

Rendering using environment maps is not really complete if you don't have shadow-light catcher at last in alpha mode for composing ,
green screen is fine for now but not really what I am looking for to do for long as it get in way with calculating and match shadows of the environment maps.


Standalone version :
1,shadow-light catcher material node
2.displacement maps & vector displacement maps material node
3, function to add more that one objects to the scene at once , Independed parameters
zivko
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Posts: 75
Joined: Thu Dec 30, 2010 10:41 am

i'm sure i'll get flamed for this by all the patient people who understand how hardworking octane render team is :P, but wasnt instancing promised for next update like 5 months ago? afaik, it was supposed to be included in 2.58 but still no trace of it...

tbh, octane is such a great renderer that even in its current state (2.58) it could compete with and replace other rendering engines if it just had instancing and hdri+sun options... just saying :roll:
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Reggie
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Location: Los Angeles

zivko wrote:tbh, octane is such a great renderer that even in its current state (2.58) it could compete with and replace other rendering engines if it just had instancing and hdri+sun options... just saying :roll:
In what category of Cg is instancing that important? I like the idea of HDRI + Sun options, but instancing is important for what? In 8 years of film, commercials and television, I've never once needed instances. Motion blur and displacement are far more of a requirement in the real world of Vfx, hence the success and popularity of Renderman.
GTX 470 | 16 gigs | AMD 1090T | Win7-x64 | Maya til death!
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matej
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In archviz instancing is important, especially in outdoor scenes with trees and stuff. Instancing is in a way very important for Octane, because we are a lot more limited with RAM than cpu renderers. (though I have never really hit the limit of my GPU, because I aggressively optimize in advance)

That said, I also don't care much about instancing. I care more about being able to move objects around, motion blur, transformation of texture coordinates, per texture UV's... incidentally all this stuff depends on the same architecture changes that instancing does. Octane needs to know about which mesh parts consist of a logical object on the scene. Now everything is just a soup of triangles.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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Reggie
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Joined: Thu Mar 22, 2012 7:10 am
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matej wrote:In archviz instancing is important, especially in outdoor scenes with trees and stuff. Instancing is in a way very important for Octane, because we are a lot more limited with RAM than cpu renderers. (though I have never really hit the limit of my GPU, because I aggressively optimize in advance)

That said, I also don't care much about instancing. I care more about being able to move objects around, motion blur, transformation of texture coordinates, per texture UV's... incidentally all this stuff depends on the same architecture changes that instancing does. Octane needs to know about which mesh parts consist of a logical object on the scene. Now everything is just a soup of triangles.
As always your response is completely true and insightful. If instancing comes with the ability to transform objects and merge separate obj files, then I'm all for it! As of right now, the workflow in Octane is extremely limited to say the least.
GTX 470 | 16 gigs | AMD 1090T | Win7-x64 | Maya til death!
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