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Re: Octane 2.x Feature list

Posted: Wed Apr 02, 2014 9:39 pm
by Weezer
Yeah, I have a question: will the After Effects plugin work on Adobe CS6 as well as CC? Because like a lot of people, I simply can't afford to subscribe to the full CC suite. But I do have CS6 sitting here waiting for some Octane goodness...

Re: Octane 2.x Feature list

Posted: Wed Apr 02, 2014 11:04 pm
by radiant
So if im not mistaken, by the end of this year we will have

out of core memory (computer ram) AKA 32gbs?
render passes (diffuse, reflect, refract etc) :shock:

If thats the case then i will expect this place to shoot up by a googleplex :mrgreen:

Re: Octane 2.x Feature list

Posted: Thu Apr 03, 2014 12:25 am
by Rikk The Gaijin
Can someone explain me what exactly means "Ultra fast out of core CPU texture"?
Does that means Octane will use system memory in addition to the video card on-board memory?

Re: Octane 2.x Feature list

Posted: Thu Apr 03, 2014 12:53 am
by ChrisVis
Good question about the AE CS6 vs. CC Plugin. I also keep going on with CS6 Production Bundle for now, no need and willing to update and pay continously for the CC update, if I don`t need it. Would be a shame, if the AE octane plugin will force me to update to CC...

I also read somewhere today, that the real maxwell 20nm cards will delay to end of 2014 or even mid 2015... beause the semiconductor producer has problems with the production...

Hope we will see these 2.x updates in the scheduled time...

@Rikk The Gaijin:

Dunno excactly, if the "Ultra fast out of core CPU texture" means that there is no more GPU RAM limit for octane.. but this would be awesome. :)

Ah.. and for the feature list you forgot:
New Sky System: HDRI+Sun - finally, yeah!

Greetings,
ChrisVis

Re: Octane 2.x Feature list

Posted: Thu Apr 03, 2014 1:10 am
by Rikk The Gaijin
ChrisVis wrote: Ah.. and for the feature list you forgot:
New Sky System: HDRI+Sun - finally, yeah!
That's a feature of version 2.0, this thread is about version 2.x

Re: Octane 2.x Feature list

Posted: Thu Apr 03, 2014 7:58 am
by gordonrobb
[quote="xxdanbrowne"]

Gordon should be excited also by the procedural textures via lua script.

/quote]

He is, but only if it means true procedurals (ie, seem less, scalable creation that can be wrapped or applied to your geometry as you want. Nit, if it means having the ability to create a texture image that you can use. That'll defeat the purpose as far as I'm concerned.

I look forward to funding out though.

Re: Octane 2.x Feature list

Posted: Thu Apr 03, 2014 9:46 am
by BorisGoreta
You forgot displacement mapping, it's a big thing and subdivision surfaces. Paired together I think they should support ZBrush high poly objects, why not ?

Re: Octane 2.x Feature list

Posted: Thu Apr 03, 2014 3:39 pm
by gordonrobb
BorisGoreta wrote:You forgot displacement mapping, it's a big thing and subdivision surfaces. Paired together I think they should support ZBrush high poly objects, why not ?
Fairly sure he's listing the things that are coming after the initial release.

Re: Octane 2.x Feature list

Posted: Thu Apr 03, 2014 4:32 pm
by dionysiusmarquis
gordonrobb wrote: He is, but only if it means true procedurals (ie, seem less, scalable creation that can be wrapped or applied to your geometry as you want. Nit, if it means having the ability to create a texture image that you can use. That'll defeat the purpose as far as I'm concerned.

I look forward to funding out though.
"GPU procedurals" implies some kind of fragment shader?

Re: Octane 2.x Feature list

Posted: Thu Apr 03, 2014 6:47 pm
by RobSteady
Rikk The Gaijin wrote:Can someone explain me what exactly means "Ultra fast out of core CPU texture"?
Does that means Octane will use system memory in addition to the video card on-board memory?
I would really like to know that too :shock: :shock: :shock: