juanjgon wrote:
I want to release a new beta this week, in few days, but if you want a build with this bug fixed for LW11.6 x64, replace your plugin file with this new one: https://www.dropbox.com/s/osqqvc7njsfja ... 1_6.p?dl=0
-Juanjo
Thanks Juanjo
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Mon Oct 06, 2014 7:38 am
by vipvip
I've done some animation-works with this 2.10 beta and until now, no problem encountered but i didn't use deep features like render passes or other.
The new coherent option for PT, associated with caustics blur and/or power clamping are really excellent for noise removal, with lower rendering-time : a great step forward for octane !
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Mon Oct 06, 2014 8:11 am
by atnreg
Could someone explain when and how the render pass feature should be used?
I'm sure it is great but I can't figure out what it exactly does and what are the different tabs in node meant for?
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Mon Oct 06, 2014 8:35 am
by vipvip
Render passes are needed to tweak the mix between different parameters like shadow density, globall illumination and much more...
It can delivers usefull pictures like ZDepth, alpha etc...
It is needed mainly for postprocess compositing and advanced projects...
If you plan to work for hollywood, have a look to this
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Mon Oct 06, 2014 9:13 am
by atnreg
vipvip wrote:Render passes are needed to tweak the mix between different parameters like shadow density, globall illumination and much more...
It can delivers usefull pictures like ZDepth, alpha etc...
It is needed mainly for postprocess compositing and advanced projects...
If you plan to work for hollywood, have a look to this
Ok, that's what I thought so I don't need it unless it can help to find optimal values for some rendertarget or other parameters but I think not so I can concentrate on other things in Octane
Thanks!
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Tue Oct 07, 2014 2:20 am
by geo_n
atnreg wrote:Could someone explain when and how the render pass feature should be used?
I'm sure it is great but I can't figure out what it exactly does and what are the different tabs in node meant for?
Zdepth for example can give you realism that eliminate that cg look of everything in camera looks so sharp.
The other channels can be individually enhanced to get that look.
In modern compositing workflow render passes workflow are a must.
For example material/object id can be used to isolate or tweak specific objects without having to re render again. Or having to render out different masks which is a waste of time to do when you can get them in your first render pass.
This is a bit outdated technique for changing color of car, but still useful for compositing ideas
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Combine it with modern approach here with embedded material/object id.
Re: OctaneRender™ 2.10 for LightWave™ BETA 1
Posted: Tue Oct 07, 2014 9:55 am
by atnreg
geo_n wrote:
Zdepth for example can give you realism that eliminate that cg look of everything in camera looks so sharp.
The other channels can be individually enhanced to get that look.
In modern compositing workflow render passes workflow are a must.
For example material/object id can be used to isolate or tweak specific objects without having to re render again. Or having to render out different masks which is a waste of time to do when you can get them in your first render pass.
Thank you!
So if I don't do compositing, I don't need render passes, right?