multiple environment maps

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aoktar
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I have some words here:
1-V3 can have two environments at same time.
2-People can't understand why they don't add this options immediately. First Octane has a few critical advantages over other engines. Speed, quality and extraordinary update mechanism.
They have to keep these as highest priority. Also engine should have a background to add several add-ons for light linking, ray switching, etc.. Reorganising the engine that's not an easy task. It requires lot of redesign and can cost to performance on any mistake.
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calus
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aoktar wrote: 1-V3 can have two environments at same time.
well V3 has one environment and one visible environment, this is not the use-case we were discussing here.
Gah would like to have different "layers" in the environment each one with its own light pass.
Pascal ANDRE
sohara20
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Calus - I appreciate your point of view :) but I would love to know what studios you work at that don't need a smart way to control light contribution whether in the raytracer or in post. I have been rambling on about light linking but let me restate- the simple and best solution is more robust matte creation for compers to control light layers in post. Thats all it needs to be. I know the adoption up until version 3 in production was due to low poly count, but i am mostly thinking long term here.

Aoktar, speed and quality is the reason octane is attractive so I don't blame the devs for ignoring feature requests the compromise the core value of the renderer, that being said there needs to be solutions to common production demands that I have no doubts otoy will have smart solutions for, its just a matter of priority. I am here voicing common concerns so that the attention is brought to these solutions (*cough arbitrary number of RGB mattes *cough ).
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calus
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sohara20 wrote:Calus - I appreciate your point of view :) but I would love to know what studios you work at that don't need a smart way to control light contribution whether in the raytracer or in post. I have been rambling on about light linking but let me restate- the simple and best solution is more robust matte creation for compers to control light layers in post. Thats all it needs to be. I know the adoption up until version 3 in production was due to low poly count, but i am mostly thinking long term here.
:D I didn't say I don't have to control light contribution in post, on the contrary:
Calus wrote:Current workflow is as follow: first make a physically correct render then cheat it in post as the director want (so the picture is cheated in the end but still "feel" correct).
Typically you deal with light contribution in post with Octane light pass, furthermore depending on projects, I often have to deal with a lot of different passes just in case things will have to be changed by the "post department", and Octane can output all needed passes for that.
But I'm not sure anymore we're talking about the same thing, light linking as in "Maya light linking" is a way to define relationship between lights and objects (lighted or not).
But in Octane there not even lights, only emissive materials...
Obviously you have a lot less control on light contribution with light linking than with light passes, as light linking only define which object is lighted or not by which light, not how much he is lighted...Are you talking about the same "light linking" as in Maya ?
sohara20 wrote:Aoktar, speed and quality is the reason octane is attractive so I don't blame the devs for ignoring feature requests the compromise the core value of the renderer, that being said there needs to be solutions to common production demands that I have no doubts otoy will have smart solutions for, its just a matter of priority. I am here voicing common concerns so that the attention is brought to these solutions (*cough arbitrary number of RGB mattes *cough ).
Not sure I get you, Octane already have all the necessary pass for compositing. To output arbitrary mattes in Octane, use the "render layer mask pass" .
Sure there can be even more, unlimited light pass and custom mask as layers of a composite EXR at beauty render time would be nice,
but this is not a show-stopper, the actual worflow is just a little longer than it could be.
Pascal ANDRE
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