When released there will be a mechanism to choose a grid from a vdb, and apply this grid to either emission (fuel/temperature), absorption (smoke/density) or scattering. We are planning to implement motion blur also by allowing the selection of a vector field grid (vx,vy,vz) and mapping this to render time advection. We currently have a simple two-level datastructure for handling instancing, but we will be expanding this to a 4-level datastructure to deal with large volumes and level sets without excessively wasting VRAM.miko3d wrote:GPU Volume rendering is potentially huge,as done properly could open many doors in big studios,the fact that openVDB is being used is also smart choice in my opinion.but it raises some questions specially regarding memory resources and Sparse volumes management for shading.
At the moment in the demo,it seem that we can only plug a medium to a volume and thats it,so if we have a VDB object with several sparse Volumes (density,fire,temperature,velocity) would we need a special medium/material to assign proper shading for each volume?so for example if we have an explosion and we want to self iluminate the fire Volume,render the density as smoke and have motion blur how will this work?will octane follow a volume naming convention? will we have to export each volume separate?finally, memory limits is a "worrying" thought... just for a tipical explosion with motion blur, we normally use 5 Volumes (density,fire,Vx,Vy,Vz)if we add to this that production render Volumes are usually gnormous,will all the volumes need to be in memory at render time ?(I would imagine so)
Thx again for all the hard work,
Octane 3 Demo Online
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- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
what about micro poly displacement?
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
You mean that lightfield generation will only be available on ORC and not in the standalone?Goldorak wrote: We are also working on texture baking this month, which will have a big impact on archvis walkthroughs. Although you will want to use light fields for those once we have that on ORC.
will we ever see cloud system in the octane added to the daylight where clouds are generated and go towards the horizon because placing one cloud at a time plus make them look like they go towards horizon will be impossible especially for animations. Thank you
While we could render partial light field volumes locally, that is going to be brutal, and not what we are going to be offering commercially during the next few months. Everyone wants room scale light fields, and that is what we are working to support efficiently in the initial release.manalokos wrote:You mean that lightfield generation will only be available on ORC and not in the standalone?Goldorak wrote: We are also working on texture baking this month, which will have a big impact on archvis walkthroughs. Although you will want to use light fields for those once we have that on ORC.
There will be a 'render' on ORC button in Octane Standalone and plug-ins that handles communication with ORC directly from the host app, and processes any delta changes as you make in the engine, not too different from network rendering.
light field rendering at room scale takes more compute power than a high res image or even a UDH stero animation - maybe 10-100x. Per frame. We spread the work over hundreds of GPUs and generate environment and object/video light field volumes very quickly on ORC. Once a light field is created, you can move the camera within the volume for free basically, with the same quality you have in a normal render, and also do some on the fly relighting (HDR multi-light for now, as well as tone mapping). There may be an upfront time cost for an LF, but the payoff after is pretty cool, especially if you are doing walk thoroughs, or VR/AR content.
There is a dev version of ORBX media player that can load light fields on Vive/CV1:manalokos wrote:Nice!
I understand that it will be a heavy duty job, but there is no need to block the option to be able to make them offline.
Will there be a lightfield viewer available? For PC and for Oculus DK2?
Kind regards
Filipe
https://www.youtube.com/watch?v=DtiUE-LIMNc
https://www.youtube.com/watch?v=hQgHs0F0ipI
Great question and a worthy goal. It is early days, but I don't see why we couldn't implement a generator (much like texture generators) to create special procedural clouds. OpenVDB has a massive feature set specifically designed for this sort of work. But at this stage, this is very much looking into the future.coilbook wrote:will we ever see cloud system in the octane added to the daylight where clouds are generated and go towards the horizon because placing one cloud at a time plus make them look like they go towards horizon will be impossible especially for animations. Thank you
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
I know this is a different technology, but have you guys considered something like this?
http://www.guerrilla-games.com/publications.html
To me it looks pretty great, and it runs in real-time on a PS4...
http://www.guerrilla-games.com/publications.html
To me it looks pretty great, and it runs in real-time on a PS4...
Hi! Clouds at will!
Some questions, impressions, I hope not trivial.
Surely you are doing a huge job!
I saw that you have disabled the selective rendering of nodes, perhaps it should work only on groups, or at least double-clicking.
PMC will not work?
If I change material to the node Lego, the smoke disappears and you have to restart the render. Material Picking command to select the "Volume" is not working.
Where are commands to move, scale, rotate selected geometries?
Please tell me that are hidden ... right?
The textures in local DB can not be viewed?
With displacement materials you can not be used generators?
Just for me is inconvenient to use the node scattering with inverted colors?
Sorry if I asked too many questions!
Thanks!!
Some questions, impressions, I hope not trivial.
Surely you are doing a huge job!
I saw that you have disabled the selective rendering of nodes, perhaps it should work only on groups, or at least double-clicking.
PMC will not work?
If I change material to the node Lego, the smoke disappears and you have to restart the render. Material Picking command to select the "Volume" is not working.
Where are commands to move, scale, rotate selected geometries?
Please tell me that are hidden ... right?
The textures in local DB can not be viewed?
With displacement materials you can not be used generators?
Just for me is inconvenient to use the node scattering with inverted colors?
Sorry if I asked too many questions!
Thanks!!