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Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 1:08 am
by Lewis
Hi!
How do we get HDRI/Environment VISIBLE In Camera now ?
Keep environment got removed:
"- The option "keep environment" got removed from the render kernel nodes. This option never really made sense, since blurry effects like DOF don't work with it. With the modified environment render pass you can now compose something between the environment and the scene."
So now i just see BLACK environment of Octane Sky ?? I wan tot see Sky/Sun/HDRI In camera (I Don't have time to do Composition for every single test/demo/short deadline project). Why is that removed ? It was not affecting Alpha so i dont' see reason for removing that feature

. OR there is maybe some other way now to get that effect visible/back ?
Thanks
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 9:41 am
by juanjgon
Lewis wrote:Hi!
How do we get HDRI/Environment VISIBLE In Camera now ?
Keep environment got removed:
"- The option "keep environment" got removed from the render kernel nodes. This option never really made sense, since blurry effects like DOF don't work with it. With the modified environment render pass you can now compose something between the environment and the scene."
So now i just see BLACK environment of Octane Sky ?? I wan tot see Sky/Sun/HDRI In camera (I Don't have time to do Composition for every single test/demo/short deadline project). Why is that removed ? It was not affecting Alpha so i dont' see reason for removing that feature

. OR there is maybe some other way now to get that effect visible/back ?
Thanks
Disable the alpha channel. If you are not going to work with compositing, perhaps you don't need the alpha channel.
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 10:23 am
by vipvip
there is differences between apps interpretations of alpha: with after effects, it keeps the sky ( or Sky pict. ) and alpha, the same image with photoshop ( cc 2014) don't show the sky ( and there is apprently no way to retrieve it ), but only the alpha channel masked picture...
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 11:35 am
by UnCommonGrafx
The case before seems to have been a "have your cake and eat it, too".
I do not like the look of the new way though I know it is for the better. Indeed, it did not work right before and this does give a nice visual as to what's going on...
Having to commit to it at that time is what's so odd; the background was a nice backdrop to the work instead of the disliked emptiness of black.
I can see the merits of the change. Thanks, Juanjgon.
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 11:42 am
by Lewis
It's not Juan that did the Change, he just updated plugin to be in Syn wiht DEVs.
What i hav eproblem with now is tha tif i turn off Alpha then i can't have alptha anymore an di usually keep the HDRI/SKY visible in renders but save 32b TGA so i CAN remov eit in post but dont' need to if i fin it look fine. This way it's either ON or Off. I dont' realyl see the benefit of this NEW system ? What was the problem before ?
I'd like to know is there way to get smae result as before (see Sky but also have Alpha) or at least that osmene form OTOY Devs explains me why removing the feature
BTW I've gone back to 2.16 duse this problem. I can't render this quick animation project I'm wrkign on without this feature right now

. I dont' want to do compositing for ever ylittle project/test i do to show client low res/low quality result. That' sjust wastign time. Sure for final render i will or might add sky in post but still i want to have both options availalbe.
Thanks
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 11:53 am
by abstrax
It's all explained in the 2.20 Standalone release thread:
http://render.otoy.com/forum/viewtopic.php?f=33&t=44232
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 5:19 pm
by Lewis
I woldn't call that and "all explained" so that's the main reason why i asked it here since i don't understand that explanation.
It says this:
"The option "keep environment" got removed from the render kernel nodes. This option never really made sense, since blurry effects like DOF don't work with it. With the modified environment render pass you can now compose something between the environment and the scene."
Maybe I don't understand what's explained there (english is not native language ot me so that might be part of it, sorry for that), So my question still remanins, is there a way to see environment as befor at IPR/render wotut addin extra step complexity of passes/layers ? All i get now at IPR is BLACK Backgorund

. Also WHY removing feature ? You could just leave it there and not turn on checkmark if it didn't like feature or it didnt' work for your/somene elses' workflow, no need to remove it an dpossibly break other peoples workflow - right

?
Thanks
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 6:18 pm
by geo_n
keep environment was useful for quick renders.
in the thread
http://render.otoy.com/forum/viewtopic.php?f=33&t=44232
What's "render with background"? Different to keep environment?
"White ring between my shadows and my object" has been fixed in this version?
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 7:02 pm
by juanjgon
The "render with background" image could be done with the alpha channel disabled.
What is the "White ring between my shadows and my object" problem? ... sorry, I can't remember it
-Juanjo
Re: OctaneRender™ 2.2 for LightWave™ BETA 1
Posted: Sat Jan 10, 2015 7:20 pm
by atnreg
Thank you once again, Juanjo

I don't do compositing but now the Scattering node properties makes sense
But I don't understand the UVMap change completely. I understand if Octane can now use the first three UVMaps (of course names are definitely needed to be sure) but what happens if an object has more than 3 UVMaps? Will Octane crash, refuse to render...? The manual does not explain this, it only says "each object can have now up to 3 UV sets" so please clarify
Others:
I don't understand what is the problem with environment, to me it works exactly as before, I have Alpha shadows on but Alpha channel off and I can see the environment texture in IPR and if I only use the Texture Environment node without texture, I can adjust the background color and power to get whatever background I need

As I said I don't do compositing but someone said he cannot get the environment to show in IPR and that's strange as for me it works perfectly.