Page 2 of 3

Re: When will Octane be ready for VFX work?

Posted: Tue Aug 19, 2014 10:19 pm
by Karba
riggles wrote:
- No UV offsets for tiled hi-res texture maps. Ditto.
What do you mean? There is a transformation node with offset settings
Sorry, worded that funny. Tiled UVs such as UDIM or manually ofsetting UV space so that multiple texture maps can be used for single mesh UV. This is how MARI artists sometimes output their textures so you have multiple hi-res textures tiled across a surface.
I still didn't get it. Could you show some links on how it works?

riggles wrote:
- No environment fog. It's a snowy day, after all. There's a volumetric fog hack for Octane, but who wants to animate that hack for 5 different moving cameras?
Can't you link a small sphere to the camera in 3dsmax? No point to animate it.
Yes, I could, but that would kill render times since the area that really needs fog calculated is just the area around the camera frustum. Unless I'm mistaken, would not end up being a practical solution.
What exactly do you need? do you need fog everywhere?
in this case sphere with inverted normals would be the best trick. I attached an example file in 3dsmax topic.

Re: When will Octane be ready for VFX work?

Posted: Tue Aug 19, 2014 10:26 pm
by gordonrobb
Karba wrote:
gordonrobb wrote: Some of the plugins have solutions for this. Isn't there way to do the same in Standalone?
do you mean octane plugins?

if yes, they bake procedural texture to regular image and use it, so no way to use procedural texture in 3d space.
and of course they can't blend displacement from 2 materials.
Yes I mean Lightwave for Octane for example.

And, yes, it's not really doing a 3D procedural displacement, but it's allowing me to use procedurals, different texture images, and blend, mix, animate etc to my heart's content. As long as I don't mind it being that all it's doing is creating an image that I apply in UV space. What I was meaning is can't that kind of thing be implemented in standalone?

Re: When will Octane be ready for VFX work?

Posted: Tue Aug 19, 2014 10:30 pm
by Karba
gordonrobb wrote:
Karba wrote:
gordonrobb wrote: Some of the plugins have solutions for this. Isn't there way to do the same in Standalone?
do you mean octane plugins?

if yes, they bake procedural texture to regular image and use it, so no way to use procedural texture in 3d space.
and of course they can't blend displacement from 2 materials.
Yes I mean Lightwave for Octane for example.

And, yes, it's not really doing a 3D procedural displacement, but it's allowing me to use procedurals, different texture images, and blend, mix, animate etc to my heart's content. As long as I don't mind it being that all it's doing is creating an image that I apply in UV space. What I was meaning is can't that kind of thing be implemented in standalone?
It is possible to implement but with many limitations. Like you can't blend textures with different uv transformations.

Re: When will Octane be ready for VFX work?

Posted: Tue Aug 19, 2014 10:32 pm
by Obizzz
Karba wrote:
riggles wrote:
- No UV offsets for tiled hi-res texture maps. Ditto.
What do you mean? There is a transformation node with offset settings
Sorry, worded that funny. Tiled UVs such as UDIM or manually ofsetting UV space so that multiple texture maps can be used for single mesh UV. This is how MARI artists sometimes output their textures so you have multiple hi-res textures tiled across a surface.
I still didn't get it. Could you show some links on how it works?
Here's a link explaining UDIMs http://docs.luxology.com/modo/801/help/ ... kflow.html

Re: When will Octane be ready for VFX work?

Posted: Tue Aug 19, 2014 10:45 pm
by riggles
Karba wrote:
riggles wrote:Sorry, worded that funny. Tiled UVs such as UDIM or manually ofsetting UV space so that multiple texture maps can be used for single mesh UV. This is how MARI artists sometimes output their textures so you have multiple hi-res textures tiled across a surface.
I still didn't get it. Could you show some links on how it works?
Sure. Here's link to fxguide's look at UDIM: (link). And another from Autodesk's Maya 2015 guide that mentions the different ways texture painting apps output texture maps for tiled UVs: (link). Basically, you can set UV coordinates outside of just 0,1.
Karba wrote:
riggles wrote:Yes, I could, but that would kill render times since the area that really needs fog calculated is just the area around the camera frustum. Unless I'm mistaken, would not end up being a practical solution.
What exactly do you need? do you need fog everywhere? in this case sphere with inverted normals would be the best trick. I attached an example file in 3dsmax topic.
Yes, I need fog in the whole scene. But I was under the impression the sphere trick would result in much longer render time than create an inverted mesh that covered just the field-of-view of the camera. And if that's the case, that might be a bit cumbersome for a camera zoom. Although, perhaps not a huge deal; just parent the mesh to the camera and use the widest mesh needed. Okay, that should be workable. There's one way to find out: testing.

Thanks~

Re: When will Octane be ready for VFX work?

Posted: Tue Aug 19, 2014 11:29 pm
by Karba
riggles wrote: Yes, I need fog in the whole scene. But I was under the impression the sphere trick would result in much longer render time than create an inverted mesh that covered just the field-of-view of the camera. And if that's the case, that might be a bit cumbersome for a camera zoom. Although, perhaps not a huge deal; just parent the mesh to the camera and use the widest mesh needed. Okay, that should be workable. There's one way to find out: testing.
Thanks~
It doesn't really matter what shape to use, it doesn't affect the speed. You can use even cube. Fog itself doesn't slow down the render much unless it has too high density.

Re: When will Octane be ready for VFX work?

Posted: Wed Aug 20, 2014 12:14 am
by riggles
Karba wrote:It doesn't really matter what shape to use, it doesn't affect the speed. You can use even cube. Fog itself doesn't slow down the render much unless it has too high density.
Ok, good to know.

Re: When will Octane be ready for VFX work?

Posted: Wed Aug 20, 2014 12:09 pm
by MOSFET
@Karba: Is there a technical reason why the Deep Data channel of OpenEXR 2.0 hasn't been implemented in at least the standalone version of Octane? It would be a convenient way to integrate atmospheric effects and particle passes with Octane renders without have to wait months if not years for those features to be added to Octane itself.

Image

Re: When will Octane be ready for VFX work?

Posted: Fri Aug 22, 2014 4:24 am
by Rikk The Gaijin
Karba wrote:What is the point of using bump with displacement? displacement can replace bump completely.
I don't agree with this. I also would like to be able to use bump+displacement, or normal+displacement, normal+normal, etc.
Never heard of detail textures? I want to be able to use one normal map for the main model, and another normal map, with different tiling, for the tiny details.
I've been asking for this since the first beta, but nobody seems to understand it. :cry:

Re: When will Octane be ready for VFX work?

Posted: Fri Aug 22, 2014 4:28 am
by Karba
Rikk The Gaijin wrote:
Karba wrote:What is the point of using bump with displacement? displacement can replace bump completely.
I don't agree with this. I also would like to be able to use bump+displacement, or normal+displacement, normal+normal, etc.
Never heard of detail textures? I want to be able to use one normal map for the main model, and another normal map, with different tiling, for the tiny details.
I've been asking for this since the first beta, but nobody seems to understand it. :cry:
We will try to fix it.