OctaneRender™ Standalone 2.14

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Rafael-Vallaperde
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glimpse wrote:
Rafael-Vallaperde wrote:Nice!

Congrats to the team!

Now i'd love to see anisotropic surfaces in our glossies so our metals look insanely good. :)
Good job team!
use bump for now =)
That's what i do, but still, it's not the same, when it's scratched stuff it feels almost fine but concentric circles or carbon fiber never work. :)
waterthinking
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again, can someone from otoy explain what the difuse roughness is for?

thanks
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abstrax
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waterthinking wrote:again, can someone from otoy explain what the difuse roughness is for?

thanks
To allow very rough surfaces like sand paper or clay. Just try it out with the material preview scene. It should become immediately clear what the parameter does.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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funk wrote:Can someone explain what diffuse roughness is based on? I assumed it would be Oren-Nayar reflectance but it doesn't seem to match.
It's a similar idea, but the model we use was developed by Andrey ;)
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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FrankPooleFloating
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Yo Marcus - are visibility layer passes (or whatever you call it) coming in next DBR? Pretty please?...
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abstrax
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FrankPooleFloating wrote:Yo Marcus - are visibility layer passes (or whatever you call it) coming in next DBR? Pretty please?...
No, it won't be in the 2.1x development cycle, which will hopefully be finished very soon. Version 2.20 will be released shortly afterwards and will contain the new render layer system.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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FrankPooleFloating
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Yippee! Thanks M. That sounds soon(ish).. I will be on the very edge of my seat.
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gabrielefx
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diffuse roughness exists in Vray too.
I use it for simulate cartoon shader look.
Is this the first step to create a cartoon shader for Octane?

regards
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shawnfrueh
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I have been waiting for two sided materials, this is fantastic! You guys have been knocking it out of the park!

I do however, have a Highly recommended requests that I feel should have been addressed a long time ago that can cause critical pipeline problems.

The issue I have is not being able to specify the color of your material and object ID's. I work strictly from a plugin side, C4D. So these issues may be different in standalone? The problem here is that when a material gets created or added the colors change based on the how they are added. For example in cinema if I put a material ahead of another the order of creation changes thus changing the colors of the material ID. In a large comp, after effects, that requires a lot of layering and post work, if the Mat-ID changes colors all of the comps that use the ID's are now broken. The frustration does not start there it's when you get a yellow and a green-yellow and a green as your Mat-ID. This color scheme is incredibly hard to key out correctly.

I ask that we have the ability in the material to choose the color that shows up in the Mat-ID pass and same for the obj-ID's
prodviz
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Same here.
I know the layering system is new, but I would like to be able to have red, green and blue material and objects ID's. And then every 3 ID's the red, green and blue gets repeated. Makes for perfects keying.

Great work on the double sided material too.
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