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Re: Octane 2 developments
Posted: Sun Apr 27, 2014 3:48 pm
by ch0pper
any updates?
Re: Octane 2 developments
Posted: Sun Apr 27, 2014 10:36 pm
by face_off
any updates?
Done & passed testing : Random Color Texture, Displacement, Hair (incl UV's), HDRI & Sun, Ambient Occlusion pass, Render Region
Started but not fully implemented : Object Motion Blur (unlikely to be fully supported - instead, for Poser, vertex motion blur will be used which will come after 2.0), Network Rendering
Not Implement yet : Round Edges (requires welded vertices, which Poser does not provide, so unsure if this will be supported or not), OpenSubDiv (may be provided as an option instead of Poser subd, but not commenced yet).
Paul
Re: Octane 2 developments
Posted: Tue Apr 29, 2014 2:21 pm
by ch0pper
sounds cool any screen dumps of test render would be welcome : )
Re: Octane 2 developments
Posted: Wed Apr 30, 2014 11:34 am
by TRRazor
It's unfortunately not allowed for the Beta participants to post images created with Beta 2.0 in other boards/galleries etc.
But I can tell you so much: It's shaping up very nicely

Re: Octane 2 developments
Posted: Wed Apr 30, 2014 12:05 pm
by ch0pper
how do we sign up for beta? then. or is that two late
Re: Octane 2 developments
Posted: Wed Apr 30, 2014 12:41 pm
by steveps3
This really is getting a bit like a broken record.
The price of the upgrade from version 1 to version 2 has been known for years. Or at least it was announced years (yes, years) ago. Obviously that was subject to change but I am happy to say that it hasn't changed.
any updates
any news
any this, any that
yawn yawn yawn. I assume that none of you actually work in the software industry. Software takes time to write. If you rush it then all you end up with is buggy software. The update will be ready, when it is ready.
Re: Octane 2 developments
Posted: Wed Apr 30, 2014 12:47 pm
by ch0pper
99 $ for upgrade as far as i know
Re: Octane 2 developments
Posted: Wed Apr 30, 2014 7:09 pm
by steveps3
ch0pper wrote:99 $ for upgrade as far as i know
correct
Re: Octane 2 developments
Posted: Sat May 03, 2014 6:13 am
by Ken1171
face_off wrote:Not Implement yet : Round Edges (requires welded vertices, which Poser does not provide, so unsure if this will be supported or not), OpenSubDiv (may be provided as an option instead of Poser subd, but not commenced yet). Paul
I would be happy to have subd in Octane because the Poser implementation is too unforgiving. I can have the same models subdivided alright in 3DSMAX and DS4, but they spike out in Poser. Considering DS4 implements the same Pixar Sudbdivision Surfaces and it doesn't spike out anything, I think the Poser implementation could be better (even more when Poser Pro is expensive and DS is free).
I am hoping the Octane2 subd will work as good as the one I have seen in DS4, where basically nothing spikes out, and it offers a few different subd algorithms to choose from: Catmark (default), bilinear, loop, and legacy Catmull-Clark. It also has options for edge interpolation: Sharp edges (default), Soft corners and edges, and Sharp corners and edges.
Based on the above, I believe ANYTHING will be better than what we have with the current Poser subds.

Re: Octane 2 developments
Posted: Mon May 19, 2014 9:48 am
by face_off
Started but not fully implemented : Object Motion Blur (unlikely to be fully supported - instead, for Poser, vertex motion blur will be used which will come after 2.0), Network Rendering
Not Implement yet : Round Edges (requires welded vertices, which Poser does not provide, so unsure if this will be supported or not), OpenSubDiv (may be provided as an option instead of Poser subd, but not commenced yet).
Quick update:
Network Rendering : All Done - works fantastically!
OpenSubDiv : Implemented - you can assign a Subd Scheme in the Settings, and each mesh can have a subd level set (use 0 for the Poser subd vertices), together with a sharpness and boundry setting. This subd is on top of any subd that Poser does to a figure, so watch out - it's possible to generate millions of vertices very easily
Round Edge : Done.
Both the above require your props to have welded vertices (figures will generally be welded). To weld the vertices, select the prop, and then issue the python Weld command.
Paul