Octane Vectron Volumetrics Example

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Rik
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Joined: Wed Jul 28, 2010 8:57 pm

Sorry, a few surreal images on facebook doesn't really help anyone.
If you don't have the supporting literature for a feature then please don't bother publicising them. There's no point if we can't use them. Can they be used for anything useful or not? If so, how?

Why is the Octane documentation so far behind Redshift? See here their info on Cryptomatte for an example
https://docs.redshift3d.com/display/RSD ... uct=3dsmax

Compare that with searching vectron in your 3ds max documentation which brings this message;

'Your search for "vectron" returned 0 result(s).'

I've committed to Octane since your first demo so I do want to see it succeed. However, I have grave concerns for its future unless the documentation gets a hell of a lot better. We simply don't have time to work out how features work.
pixym
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I second that. I realize I am not the only one who is not satified with this "Vectron how to make it work for useful object ?" thing :x
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juanjgon
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Sorry, I can only talk about the LightWave plugin documentation. As you know I've been working on the new LW plugins docs for a long time, but unfortunately, they are not ready yet because usually I always find more useful (and mandatory) to work on the new plugin features, bugs fixes, support, etc.

That said, this is not your problem as user, so I'll try to find time to finish the new LightWave docs as soon as possible. A lot of work is done, but also a lot of new features are still missing. Once we have the final 2018.1 plugin builds released, and the .orbx proxy referencing feature working, I promise to finish the new fully updated LW documentation.

Thanks for your patience,
-Juanjo
pixym
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Thank you so much for your efforts Juanjo.
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Goldorak
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Rik wrote:Sorry, a few surreal images on facebook doesn't really help anyone.
If you don't have the supporting literature for a feature then please don't bother publicising them. There's no point if we can't use them. Can they be used for anything useful or not? If so, how?

Why is the Octane documentation so far behind Redshift? See here their info on Cryptomatte for an example
https://docs.redshift3d.com/display/RSD ... uct=3dsmax

Compare that with searching vectron in your 3ds max documentation which brings this message;

'Your search for "vectron" returned 0 result(s).'

I've committed to Octane since your first demo so I do want to see it succeed. However, I have grave concerns for its future unless the documentation gets a hell of a lot better. We simply don't have time to work out how features work.
Vectron (and cryptomatte) are still beta features, and it can take a bit of time for the docs to catch up until we are at stable.

Regarding vectron documentation, it’s a low level feature you can build things on top of using OSL, and like OSL textures when they came with 3.08, it’s not the API that artists want, it’s examples. So to that end we now have a dedicated team working on about 100+ OSL nodes for cameras, textures, spectron lights, and vectron primitives and operators. These will be bundled in octane 2019 and documented and supported alongside our other built in nodes, and tutorials will follow for various plugins.
Last edited by Goldorak on Wed Feb 27, 2019 4:46 pm, edited 1 time in total.
Rik
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now have a dedicated team working on about 100+ OSL nodes for cameras, textures, spectron lights, and vectron primitives and operators
Excellent, that sounds like what's needed to get us actually using all these new features.

Any idea when 2019 will be out?
pixym
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Thanks a lot for these really welcome informations Mister "Mazinger" :P
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baltort
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Hi all,

I had a quick play with Vectron this morning. It's got potential.

Here's a very naive attempt at some SDF grass. I think my approach is very sub-optimal and inefficient. Render times are very slow and it seems to take a long time to get the first sample. This example could do with more scaling variation of the grass clumps and a denser covering. Texturing is also tricky; using SDFs kind of destroys the notion of UV coordinates, or separate entities - it's all just one big volume.

Scene and OSL attached in case anyone wants to play...

Can't wait to see what the real Vectron examples look like. Documentation would be nice, but I do quite like the fact that we get to play with it now rather than wait until it's a completely polished feature. On that note, are we allowed to see what's in the mystical OSL include file (octane-oslintrin.h)? I suspect there are some handy functions in there.

Cheers,

J.
grass test 1.0.jpg
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grass.zip
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pixym
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Oh thank you very much Guy !
Very encouraging…
BTW : The first useful (at last for me) Vectron example I see.
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thargor6
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Hi,
I have started a new project on GitHub to collect and unify fractal formulas for Octane Vectron: https://github.com/thargor6/FFVectron

For many of the formulas, an example image and even an Octane-scene is provided.

Edit: here is an example image: http://fav.me/dd4j2mg


Most of this stuff is probably for people which enjoy coding and math. So, it is not of "real use", but can be very fun to play with.

And I think, we will see organic stuff, like hills and plants.


Any contributions are welcome.

Have fun!
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