Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering
Posted: Wed Mar 26, 2014 8:38 am
Working on it.Rikk The Gaijin wrote:will CTR+Z be implemented?

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Working on it.Rikk The Gaijin wrote:will CTR+Z be implemented?
Great!!!JimStar wrote:Working on it.Rikk The Gaijin wrote:will CTR+Z be implemented?
agree on that!!! Really looking' forward to hands on all of those features =) & it's hard to argue, that this is probably one of the biggest steps Octane made (addition of proxies was cool, but this..)Bendbox wrote:This is GREAT news! I don't think I'll be able to wipe the smile off my face for quite a while!
I can only answer the network render question, it will use the lowest common denominator. In other words, your scene needs to fit into the GPU(s) of the network render slave for the slave to participate.Rikk The Gaijin wrote:Great!!!JimStar wrote:Working on it.Rikk The Gaijin wrote:will CTR+Z be implemented?![]()
... and, how about my other questions?
Ok, I was expecting thatstratified wrote:I can only answer the network render question, it will use the lowest common denominator. In other words, your scene needs to fit into the GPU(s) of the network render slave for the slave to participate.
I guess the other devs will answer the rest.
cheers,
Thomas
I guess it's what you would call "raster displacement", i.e. the placement is not done per vertex, but at a specific resolution in UV space (which is user specified).Rikk The Gaijin wrote:● Displacement mapping
Is it Raster displacement or Vector displacement?
It's a special primitive, which requires less memory and renders better and faster than cylinders made out of triangles. Octane doesn't create the hair itself the same way like it doesn't create any geometry. Octane can load hair from Alembic files though or get it from the plugins.● Hair and fur
Is it a proprietary system that must be created inside Octane, or can I import my hair curves from Maya/Max?
Is it compatible with Alembic animation?
If a GPU on a slave doesn't have enough memory it will fail. The same way like a local GPU would fail.● Network rendering
How is the memory handled from the network? For example, I have a bunch of PCs, all with different cards, some with 1.5GB, some with 2GB, some with 4GB, is the memory gonna be picked up from the card with lowest memory?
Will the slaves require an Octane license on each machine?
Alembic supports the storage of sub-division surface base meshes and I think weights. We don't support it yet, but we plan to do so.● OpenSubDiv
Is this gonna be available for Alembic file as well?
Sorry I will try to be more specific, can it do this? (look at the mushroom image)I guess it's what you would call "raster displacement", i.e. the placement is not done per vertex, but at a specific resolution in UV space (which is user specified).
But does it reads curves/splines or do I still need to convert them to polygons before exporting it from my application?It's a special primitive, which requires less memory and renders better and faster than cylinders made out of triangles. Octane doesn't create the hair itself the same way like it doesn't create any geometry. Octane can load hair from Alembic files though or get it from the plugins.
Ok, got it.If a GPU on a slave doesn't have enough memory it will fail. The same way like a local GPU would fail.
would be good if it read curves/splines and 'created' more hair strands to follow them.Rikk The Gaijin wrote: But does it reads curves/splines or do I still need to convert them to polygons before exporting it from my application?