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Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 8:38 am
by JimStar
Rikk The Gaijin wrote:will CTR+Z be implemented?
Working on it.;)

Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 8:49 am
by Rikk The Gaijin
JimStar wrote:
Rikk The Gaijin wrote:will CTR+Z be implemented?
Working on it.;)
Great!!! :o
... and, how about my other questions? 8-)

Re: NEW: OTOY previews OctaneRender™ version 2.0

Posted: Wed Mar 26, 2014 8:57 am
by glimpse
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!
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..)

Congrats once more & thanks for all the work You've been putting into making these things to happen =)

Cheers

Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 8:59 am
by stratified
Rikk The Gaijin wrote:
JimStar wrote:
Rikk The Gaijin wrote:will CTR+Z be implemented?
Working on it.;)
Great!!! :o
... and, how about my other questions? 8-)
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

Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 9:05 am
by Rikk The Gaijin
stratified 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
Ok, I was expecting that ;)
Will the slaves require an Octane license on each machine?

other devs, please answer! I'm frantically pressing F5 on my keyboard!

Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 9:31 am
by S4ch4Z
Well, this update sounds great! Except I bought both standalone and max plugin licenses 3 days ago...
Can you folks tell us more about the update program conditions?

Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 9:32 am
by abstrax
Rikk The Gaijin wrote:Displacement mapping
Is it Raster displacement or Vector displacement?
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).
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?
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.
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?
If a GPU on a slave doesn't have enough memory it will fail. The same way like a local GPU would fail.
OpenSubDiv
Is this gonna be available for Alembic file as well?
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.

Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 9:43 am
by Rikk The Gaijin
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).
Sorry I will try to be more specific, can it do this? (look at the mushroom image)
http://docs.pixologic.com/user-guide/3d ... ment-maps/
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.
But does it reads curves/splines or do I still need to convert them to polygons before exporting it from my application?
If a GPU on a slave doesn't have enough memory it will fail. The same way like a local GPU would fail.
Ok, got it.
But will the slaves require an Octane license on each machine?

Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 9:52 am
by darkline
Sounds great. Well done on getting most of the features people wanted to see.

Hoping the 3DSMax plugin is updated with all of the features for standalone :-) (including importing a custom background image)

So much good stuff here.

I'm guessing the answer to this would be no - but is there a way to feature OpenSubDiv within 3dsmax or would that work in standalone only? It looks much better than using max's in-built meshsmooth process.

Finally does displacment take up exactly the same amount of GPU memory as if you had loaded that level of detail geometry, or are there any optimisations?

Looking forward to seeing the AE plugin.

thanks again, great update!

Re: NEW: OTOY previews OctaneRender™ version 2.0, further advancing thescience of CG rendering

Posted: Wed Mar 26, 2014 9:55 am
by gordonrobb
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?
would be good if it read curves/splines and 'created' more hair strands to follow them.