OctaneRender™ Standalone 2.22.2

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coilbook
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Joined: Mon Mar 24, 2014 2:27 pm

00Ghz wrote:What happened to compile features/kernel at render time based only on the features used? This should speed things up if people don’t use SSS, Volumetrics, Specular, Hair, opensubdiv and other stuff.
+1
coilbook
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Will we see Real Flow .bin files mesh update in Octane V3 at least and real flow working motion blur.
Thank you
darkline
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roeland wrote: The underlying issue is that it's difficult to calculate the correct blurred value with ray tracing. In the reflection case, when there is a perfect specular reflection, the ray tracer only needs to calculate light coming from one direction. If you introduce blur however, now we need a bunch of rays covering the area where most of the reflection comes from, which will take more time.

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Roeland
Hi Roeland,

Thanks for the detailed explanation. So is there no way with path tracing that all these samples could be stored in a planar map, filtered/blurred then reapplied to the object replacing the reflection properties?

In the meantime blurring the reflection by using render passes is an interesting idea and I'll give it a try on my next project.
Windows 7 64bit/ Intel 3930K/ ASUS Rampage IV/ GTX980ti x 2/ 64GB system RAM
gardeler
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roeland wrote:
gardeler wrote:Trying to use the option for multiple uvsets, but cant get it to read anything else than uvset 1. The exported alembic file works in max and maya, but not in octane. Anybody that has gotten this to work? I used "crate" for the alembic export.

(using 2.21.1 on linux, will try in 2.22.2 on win when i get home)

Included is a ball with 2 uvSets
A 2nd UV set is not a standard Alembic feature, some applications export those in different formats. We can add extra code to support a few common exporters, but due to these differences it's not possible to implement this reliably for files created by any exporter.

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Roeland
Thank you for your reply Roeland. It is a shame that it is not specified. That would make things a lot easier. But I think you should try to support the crate plugin. I hope that it can become some sort of a standard for alembic exports. It already supports that functionality, is free, and open source, so we all can use it.
studio3lhd
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Is it finally possible to render plain glass with proper reflections/refractions? The low-opacity tricks are getting a bit old and usually look bad (strong double reflections etc.)... :?
Octane for Modo (v 2.22.2.68), Modo (801 sp4);
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abstrax
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studio3lhd wrote:Is it finally possible to render plain glass with proper reflections/refractions? The low-opacity tricks are getting a bit old and usually look bad (strong double reflections etc.)... :?
A glass pane has two reflections: One external and one internal. Or what's the problem with glass panes?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
riggles
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Location: CT, USA

abstrax wrote:
studio3lhd wrote:Is it finally possible to render plain glass with proper reflections/refractions? The low-opacity tricks are getting a bit old and usually look bad (strong double reflections etc.)... :?
A glass pane has two reflections: One external and one internal. Or what's the problem with glass panes?
Maybe he's referring to the (recently fixed) problem with fresnel reflections being too strong?
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BorisGoreta
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Is it true that when using displacement you can't use another UV set to feed say a diffuse channel ? Only the first UV set works ?
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abstrax
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BorisGoreta wrote:Is it true that when using displacement you can't use another UV set to feed say a diffuse channel ? Only the first UV set works ?
Good question. Could be a bug or a limitation. Will check on Monday.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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BorisGoreta
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Fibers !

We need at least 2 UV maps to work with fibers. One is the usual UV map to gradually vary colors and other attributes accross the model ( white fur on the belly, darker on the back etc.. ) and another random one where each different fiber has a different UV value which would be used to randomize hue, brightness and other attributes of each hair.

This can be done to some extent with using the first UV map scaled down but the color values get interpolated then and it is not the same thing.

For realistic fur shading we need this subtle random changes in shading properties of the fiber.

LW plugin generates this random/sequential ( it doesn't matter which one since the image on top of this UV would be some kind of a noise texture anyway ) if the model does not have any UVs on it, but if it has then it uses that one but ranom/sequential does not get generated. Anyway I was told that Octane can only use 1 UV map with fibers.
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