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.
aLeXXtoR wrote:
Oh, now we've come to idea that I don't know how to work with EXR?
Sorry but yes, I guess the problem must be you are to confident in whatever software you are using to vizualize your z-depth pass (must be either clamping the pass or be in 8 bit mode)
Just lower contrast to see the depth for untonemapped ...
vijay_thirukonda, I also think that the adaptive strength is a useful function despite the fact that it increases the time it would be nice if you gave it back.
calus wrote:Sorry but yes, I guess the problem must be you are to confident in whatever software you are using to vizualize your z-depth pass (must be either clamping the pass or be in 8 bit mode)
Just lower contrast to see the depth for untonemapped ...
Hehe, it's like that it's me the idiot here in the end )) I Just couldn't suggest that mid-range values are around the 6. My mistake, sorry.
Win 10 Pro 64bit | GeForce RTX 2070 SUPER 8Gb | AMD Ryzen 7 3700X | 32GB RAM WebSite Showreel
vijay_thirukonda, I also think that the adaptive strength is a useful function despite the fact that it increases the time it would be nice if you gave it back.
I agree, would be nice to have. Would be nice to have a setting in preference to allow user to decide, control methods.
For some reason when you are in AO mode changing AO distance does not affect VDB. So everything around gets dark but stuff like VDB smoke is still white.
mikinik wrote:vijay_thirukonda, I also think that the adaptive strength is a useful function despite the fact that it increases the time it would be nice if you gave it back.
Could you please give an example where you need it? Just asking for more sliders to play around is not very useful. There are already an overwhelming amount of options in the kernel nodes, and just adding more for the sake of it doesn't necessarily improve anything, only makes things more complicated and basically harder to use.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
enricocerica wrote:Is it me or do you also observe slower rendering with the new Adaptive Sampling ?
Due to a bug we were switching off sampling too early in the first test build, resulting in higher speed but also artifacts. This has been fixed with this build and the noise estimate is now more consistent. Also be aware that we set the default noise threshold to 0.01 which is quite a bit less noise than 0.03.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Marcus (et al), do you guys know yet if our fancy new OSL stuff is going to bring the ability to do displacements across/spanning instances using world coordinate textures? I know I asked this a ways back, and maybe my question was just to Juanjo in a LW thread, but I am pretty sure I never got any kind of solid answer to this. This feature would be HUGE for making completely unique instances (beyond random colors, which kicks ass), be it rocks, bricks, fallen leaves, dog turds... whatever one wants to make many unique (shaped) copies of...
And while you are answering that, do you have any idea if the clipping (boolean subtracting) stuff is in our near future? I believe I was not alone when I said I really, really yearn for the ability to subtract from geo A, leaving behind geo B's (especially using instances) surfaces... this would be worth your efforts, if you could pull it off. The possibilities are staggering, and things that would currently be extraordinarily difficult, would likely be child's play if we had this in our arsenal.
Please advise gentlemen.
Last edited by FrankPooleFloating on Tue Feb 28, 2017 11:01 pm, edited 1 time in total.
FrankPooleFloating wrote:Marcus (et al), do you guys know yet if our fancy new OSL stuff is going to bring the ability to do displacements across/spanning instances using world coordinate textures? I know I asked this a ways back, and maybe my question was just to Juanjo in a LW thread, but I am pretty sure I never got any kind of solid answer to this. This feature would be HUGE for making completely unique instances (beyond random colors, which kicks ass), be it rocks, bricks, fallen leaves, dog turds... whatever one wants to make many unique copies of...
And while you are answering that, do you have any idea if the clipping (boolean subtracting) stuff is in our near future? I believe I was not alone when I said I really, really yearn for the ability to subtract from geo A, leaving behind geo B's (especially using instances) surfaces... this would be worth your efforts, if you could pull it off. The possibilities are staggering, and things that would currently be extraordinarily difficult, would likely be child's play if we had this in our arsenal.