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Re: v3 dev update

Posted: Sat Dec 05, 2015 7:04 am
by stratified
Rikk The Gaijin wrote:
abstrax wrote: We fixed a lot of bugs and just released another test build for the plugin devs. There is currently one more outstanding issue in deep image rendering (actually in tonemapping of deep pixels) that we want to have fixed and I hope we can sort it out on Monday and then get a release out on Monday or Tuesday. We really really want that to happen ourselves so that we can move on.
My understand is that Deep Pixel rendering is useful only for the people that use Nuke. Since very few people here use Nuke, why is so important to get that feature out now, despite others feature more requested from the community (one for all, the goddamn UI manipulators)? Unless you have some other big fish that has requested you that specific feature in exchange of big $$$, I really don't see the hurry to get that done. :?
milanm wrote:We've been waiting all summer for ORC.
Actually we've been waiting for years. :roll:
You're misinterpreting Marcus' comment. It's not that deep pixel rendering is the "big" feature or big $$$ - we committed to a subset of features so they shouldn't be broken on a first release and we take pride in the fact that the first alpha is at least a bit usable.

cheers
Thomas

Re: v3 dev update

Posted: Sat Dec 05, 2015 7:44 am
by Goldorak
deep pixel rendering is a basic requirement in post. Every major VFX house we work with has made it clear they need it.

Re: v3 dev update

Posted: Sat Dec 05, 2015 9:08 am
by gabrielefx
No big VFX house uses Octane extensively. I'd like to see in your showreel Octane special fx used by: Disney, Sony, Doublenegative, Weta, etc.
If Octane will replace renderers like Renderman, Mray, Vray and Arnold I'll be very happy.

The question is: When?

Re: v3 dev update

Posted: Sat Dec 05, 2015 9:31 am
by Goldorak
gabrielefx wrote:No big VFX house uses Octane extensively. I'd like to see in your showreel Octane special fx used by: Disney, Sony, Doublenegative, Weta, etc.
Extensively? No, not with V2 - that is why V3 features like deep pixel matter.

Octane 1.0 was released almost 3 years ago this month. 2.0 last year, V3 is coming in a week. Each release becomes exponentially more complex than the last one. Just consider OpenSL - we where we had to build our own GPU compiler for both AMD/NVIDIA to make that happen in real time while you edit the node graph.

Re: v3 dev update

Posted: Sat Dec 05, 2015 9:56 am
by grimm
Goldorak wrote: Extensively? No, not with V2 - that is why V3 features like deep pixel matter.

Octane 1.0 was released almost 3 years ago this month. 2.0 last year, V3 is coming in a week. Each release becomes exponentially more complex than the last one. Just consider OpenSL - we where we had to build our own GPU compiler for both AMD/NVIDIA to make that happen in real time while you edit the node graph.
Thats amazing, awesome work. A lot of the Blender guys were wondering how OpenSL would be integrated into Octane. Cycles supports it, but only when running on a CPU. I'm quite excited to start working with it when V3 comes out. :D

Re: v3 dev update

Posted: Sat Dec 05, 2015 9:59 am
by smicha
Sorry if I missed it - will we be able to open v2 scenes under v3?

Re: v3 dev update

Posted: Sat Dec 05, 2015 10:25 am
by RobSteady
Goldorak wrote:Every major VFX house we work with has made it clear they need it.
gabrielefx wrote:No big VFX house uses Octane extensively. I'd like to see in your showreel Octane special fx used by: Disney, Sony, Doublenegative, Weta, etc.
If Octane will replace renderers like Renderman, Mray, Vray and Arnold I'll be very happy.
Goldorak, which companies do you work with then? Are there any big projects done with Octane?
Would like to see that showreel too...

Re: v3 dev update

Posted: Sat Dec 05, 2015 11:03 am
by milanm
Rikk The Gaijin wrote:Actually we've been waiting for years. :roll:
True! Myself since GTC 2013! I was trying to be polite :)
Goldorak wrote: ..Each release becomes exponentially more complex than the last one. Just consider OpenSL - we where we had to build our own GPU compiler for both AMD/NVIDIA to make that happen in real time while you edit the node graph.
Than take an extra year if you want to really NAIL those features and give enough time to plugin devs but deliver ORC NOW!
Most other renderers out there are more flexible regarding render farms than Octane. Other GPU renderers included.

Regards
Milan

Re: v3 dev update

Posted: Sat Dec 05, 2015 11:48 am
by pegot
Rikk The Gaijin wrote:My understand is that Deep Pixel rendering is useful only for the people that use Nuke.
Fusion also supports Deep Pixel (to what degree compared to Nuke I don't know).

Re: v3 dev update

Posted: Sat Dec 05, 2015 1:27 pm
by Elvissuperstar007
add support multi texture map is impossible to work without this feature
https://cg-source.com/multitexture.php