Octane 1.5 features revealed!

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Well I dunno what is available in Maya, but will Octane 1.5 have proper deformation MB or just object MB?

Anyway, Octane is already very optimized in some areas where other renderers add a lot of overhead (transparency, mixing lots of shaders together, etc..), so I'm sure the core devs will do a great job with MB too. (it's just the damn waiting that's eating us... :D )
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
User avatar
FrankPooleFloating
Licensed Customer
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Sorry to break it to you matej, but if you go back to earlier posts (on 2nd or 3rd page I think), you will see that there will be no mb in 1.5... that is why I said having "some mb is better than none, if it could take over a year yet to get mb in Octane"... This is also the main reason Chris tossed up his devils.. If I remember correctly (pleas let me be wrong), it is not even technically planned for 2.0... So yeah, if there is something that can be done in the other plugs (like Jim's Maya workaround), I am sure we would all love to have it, regardless.
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

I see. I didn't read the whole thing.

If it's possible to do it in plugins, then OTOY should spend some resources on this, because MB is one of the most requested things around. Eventually most of us will be using plugins anyway.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cfrank78
Licensed Customer
Posts: 328
Joined: Sat Nov 17, 2012 11:44 pm

I am working at the moment with C4D Plugin and use Ahmets solution for Motion Blur. It works unbelievable great! There is nearly no more difference to realMB. In question of quality and rendertime! Ahmet did here a really good job! Try it by yourself!

Kind regards Chris!
User avatar
FrankPooleFloating
Licensed Customer
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Octane Team, as you know, some us are itching for Daylight + HDR...

With new visibility, have you tested doing a scene inside a spherical-mapped-hdr-invisible-to-camera-ball (with shadows off) and with Daylight on? How did it look? Will this be a close(ish) proximity to what we desire, until it is native inside Octane?
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
User avatar
Seekerfinder
Licensed Customer
Posts: 1600
Joined: Tue Jan 04, 2011 11:34 am

FrankPooleFloating wrote:Octane Team, as you know, some us are itching for Daylight + HDR...
Since 2011...

Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
User avatar
BorisGoreta
Licensed Customer
Posts: 1413
Joined: Fri Dec 07, 2012 6:45 pm
Contact:

There are two ways you can have daylight + HDRI and both are very simple to setup.

I presume if you want a HDRI image that all you want from the daylight is the sun, not the atmosphere, because real atmosphere is already recorded in the HDRI. What you can do is make an inverted sphere and map HDRI on it, make it 0% diffuse and make the HDRI emit light with the emission node. Put the daylight node in and cut a hole in the HDRI sphere to let the sunshine through. You could make a hole have a falloff with the transparency gradient if you don't want it to be visible when looking at the sun (no hard edges). This is basically daylight + HDRI.

Other setup I use is having a textured environment with a HDRI image instead of daylight environment. Then I make a sphere as a sun and put it in a position of the sun in the HDRI image. Make it emmissive and adjust it's size to get hard/soft shadows. This works very well too.

Granted this could all be automated so we wouldn't have to do these workarounds but really, both setups are valid and work very well.
User avatar
FrankPooleFloating
Licensed Customer
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Thanks Boris. Hopefully visibility is mere days away though... So, theoretically, what I am talking about should work like a champ, right?
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
User avatar
ssokol
Licensed Customer
Posts: 68
Joined: Thu Mar 22, 2012 8:39 pm
Location: Poland
Contact:

New light sampling system - WHEN?
I need this!
Please
waiting from 8 months!
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

ssokol wrote:New light sampling system - WHEN?
I need this!
Please
waiting from 8 months!
Abstrax said:
abstrax wrote:It's not decided yet, if the feature will be in 1.5 or 2.0. We will see.
There are so many features we need and we don't know when (or if) they will be available, so we have to suck it up and wait, or use another software.
I've been waiting for object motion blur and vector displacement since ages, I know they will arrive eventually, but nobody knows when.
Post Reply

Return to “Development Build Releases”