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Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 1:04 am
by manalokos
Great to know that! Thanks!
Kind regards
Filipe
Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 1:10 am
by itsallgoode9
whew, thanks goldorack. it might be good to make a note of that when it launches or something? saying it's an "Octane 3 Demo" leads one to believe it's a full version (or gimped full version at least). When I first launched, I forgot that volumetrics was a new feature (as it's something I don't use) so I was confused for a bit because everything was still exactly like V2.
Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 1:14 am
by haze
manalokos wrote:The environment medium scatter has a bug.
Thank you for posting the picture. When you have a moment, please PM me with instructions on how to reproduce this behaviour. For me, it seemed to have something to do with the daylight environment.
Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 1:23 am
by Rikk The Gaijin
manalokos wrote:The environment medium scatter has a bug.
Where is the environment medium? I couldn't find it.

Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 1:26 am
by Goldorak
itsallgoode9 wrote:whew, thanks goldorack. it might be good to make a note of that when it launches or something? saying it's an "Octane 3 Demo" leads one to believe it's a full version (or gimped full version at least). When I first launched, I forgot that volumetrics was a new feature (as it's something I don't use) so I was confused for a bit because everything was still exactly like V2.
There is another feature that isn't really visible, but is a big deal behind the scenes in this build - this release contains a completely new render core, which is a critical requirement of OpenSL and OpenCL support in 3.x. Along the way we also made 3.x faster, which is a huge win going forward. This build also includes the new film buffer system which will allow 3.x to pause/resume renders offline.
We are also working on texture baking this month, which will have a big impact on archvis walkthroughs. Although you will want to use light fields for those once we have that on ORC.
Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 1:28 am
by haze
Rikk - The new medium pin is on the daylight and texture environment nodes

Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 1:29 am
by Rikk The Gaijin
Goldorak wrote:
We are also working on texture baking this month
That's one of the feature I'm waiting the most. Please do it right!
Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 8:45 am
by miko3d
GPU Volume rendering is potentially huge,as done properly could open many doors in big studios,the fact that openVDB is being used is also smart choice in my opinion.but it raises some questions specially regarding memory resources and Sparse volumes management for shading.
At the moment in the demo,it seem that we can only plug a medium to a volume and thats it,so if we have a VDB object with several sparse Volumes (density,fire,temperature,velocity) would we need a special medium/material to assign proper shading for each volume?so for example if we have an explosion and we want to self iluminate the fire Volume,render the density as smoke and have motion blur how will this work?will octane follow a volume naming convention? will we have to export each volume separate?finally, memory limits is a "worrying" thought... just for a tipical explosion with motion blur, we normally use 5 Volumes (density,fire,Vx,Vy,Vz)if we add to this that production render Volumes are usually gnormous,will all the volumes need to be in memory at render time ?(I would imagine so

)
Thx again for all the hard work,
Re: Octane 3 Demo Online
Posted: Mon Aug 17, 2015 2:17 pm
by manalokos
Hello Mist, I was not able to send you a private message, the system says the user doesn't exist!
To reproduce the problem just add the medium scatter to the environment , use daylight, you can increase the FOV of the camera and you will see this problem imediately. You don't even need to add a geometry. The problem is more noticeable with a thickness less than 1.
I think anyway this thickness option is not good anyway, sometimes we have buildings that are in a specific heights that might not be compatible with this option, I usually use a skydome and I can change its height to simulate the thickness of the atmosphere. A "skydome height" would be a better option.
Kind regards
Filipe
Re: Octane 3 Demo Online
Posted: Tue Aug 18, 2015 12:21 pm
by larsmidnatt
Goldorak wrote:
We are also working on texture baking this month, which will have a big impact on archvis walkthroughs. Although you will want to use light fields for those once we have that on ORC.
Can't wait to see more about that.