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Re: If Octane is Physically Based ...
Posted: Thu Jun 05, 2014 10:57 am
by pumeco
I realise this is a long shot, but thought I'd ask anyway:
Will there be any lens geometry stuff in the upcoming release so that we can do Anamorphic bokeh?
Re: If Octane is Physically Based ...
Posted: Fri Jan 30, 2015 10:35 am
by pumeco
Haven't been keeping up with Octane lately, so can anyone tell me whether they added stuff for true Anamorphic rendering yet?
Re: If Octane is Physically Based ...
Posted: Fri Jan 30, 2015 10:42 am
by glimpse
pumeco wrote:Haven't been keeping up with Octane lately, so can anyone tell me whether they added atuff for true Anamorphic rendering yet?
no.
Re: If Octane is Physically Based ...
Posted: Fri Jan 30, 2015 10:45 am
by pumeco
Bummer, cheers Glimpse.
Re: If Octane is Physically Based ...
Posted: Fri Jan 30, 2015 7:26 pm
by itsallgoode9
pumeco wrote:.
...and yes, dirt,...
Maxwell Render actually has this ability. I never used it, so i don't know how well it works, but it's out there, so there's not reason to think it wouldn't make it into Octane eventually. before we get to that point, or even anamorphic bokeh, i think we need caerma settings the corespond with real world cameras. shutter speed, iso (debatable), f-stop, dof, film back. I wouldn't be surprised if the lack of these features keep some studios from adopting octane.
Re: If Octane is Physically Based ...
Posted: Fri Jan 30, 2015 8:33 pm
by glimpse
i think we need caerma settings the corespond with real world cameras. shutter speed, iso (debatable), f-stop, dof, film back. I wouldn't be surprised if the lack of these features keep some studios from adopting octane.
If You'd read this forum to get some information (what is the purpose of it) You might find some usefull stuff like scripts written to add all those mentioned (in this qoute) features & more before they are being implimented into program..so..less negativity please,
here are some links:
cam calculator [fixed]
EV compensation
old school exposure
Re: If Octane is Physically Based ...
Posted: Fri Jan 30, 2015 9:12 pm
by itsallgoode9
sorry man, but i'm not being negative, i'm stating a fact relevant to the poster's comment that i quoted...a fact that I would like changed. Believe it or not (i'm guessing you will not, considering your condescending tone implying that I don't read threads/forum and just come to "complain" and be negative).
There are many cool things to be implemented still and all I was saying is that these features would be nice to have but we are still missing basics that need to be addressed before we get to fancy stuff. I may have missed it but I have not read (yes, READ) that the physically correct camera settings were planned on being added in.
If something is missing, I am going to be vocal about it. As the developers have said in that past, they need to hear what is needed from those that are using the program. And that's what I did, in a statement relative to this topic/statement at hand, while adding useful information about where the poster can see the implementation more "analog" camera features. Nobody is benefiting by the users staying quiet and patting the developers on the back 100% of the time, telling them that Octane is perfect.
Thanks for posting those scripts (I had already read the cam calculator one) but since they aren't built into the core of Octane they won't work for me as I am working in Maya.
Re: If Octane is Physically Based ...
Posted: Sat Jan 31, 2015 8:58 am
by glimpse
itsallgoode9 wrote:sorry man, but i'm not being negative, i'm stating a fact relevant to the poster's comment that i quoted...a fact that I would like changed. Believe it or not (i'm guessing you will not, considering your condescending tone implying that I don't read threads/forum and just come to "complain" and be negative).
There are many cool things to be implemented still and all I was saying is that these features would be nice to have but we are still missing basics that need to be addressed before we get to fancy stuff. I may have missed it but I have not read (yes, READ) that the physically correct camera settings were planned on being added in.
If something is missing, I am going to be vocal about it. As the developers have said in that past, they need to hear what is needed from those that are using the program. And that's what I did, in a statement relative to this topic/statement at hand, while adding useful information about where the poster can see the implementation more "analog" camera features. Nobody is benefiting by the users staying quiet and patting the developers on the back 100% of the time, telling them that Octane is perfect.
Thanks for posting those scripts (I had already read the cam calculator one) but since they aren't built into the core of Octane they won't work for me as I am working in Maya.
hi, itsallgoode9. I wasn't ment to be harsh or bring some "condensing tone" =) just share some scrips (I've recently learned about myself) - Maybe they will not be so useful for You as You're Maya users, but I hope at least some other might use those. As about implementing, think I've read dev mentioning some of them are going to come into Octane (& then probably be translated into plugins).
& hey, I do agree with You on the topic that users need to speak about possible changes - that's how program is developed =)
Re: If Octane is Physically Based ...
Posted: Fri Feb 06, 2015 7:10 am
by garytyler
If you want an anamorphic lens so badly, MODEL IT!!! Lol.