OctaneRender for Carrara 3.0.12.10[Beta]

Carrara (Integrated Plugin developed by Sighman)
rashadcarter
Licensed Customer
Posts: 71
Joined: Thu Sep 11, 2014 1:16 am

Thanks Sighman for the link update.

One minor request that isnt related to any particular OR4C install. When assigning Octane Materials to hair primitives using the Override option, there is no need for the shader room to be opened. Right now if I have a character with 15 different hair zones I end up opening the shader tree every single time i assign octane shaders wasting plenty of time and mouse clicks. IF a user needs to edit the shader itself they can do so in the usual manner by selecting it from the Shader instance dialogue, there is no need to attach the shader room opening to every override assignment.

I'm only recently able to start working in 3.0 now that they've fixed the normal and bump mapping issues. I'll report back soon.

Thanks again, Sighman.
rashadcarter
Licensed Customer
Posts: 71
Joined: Thu Sep 11, 2014 1:16 am

I've noticed two things. Rendering seemed to stop when I tried to enable region rendering. I drew a box and the ms/p clock speed dropped and rendering basically ceased. IS this a Octane issue? Also, I am still observing the Invert Absorption flag being enabled by default in Mediums. Otherwise so far so good.
protovu
Licensed Customer
Posts: 476
Joined: Thu Sep 11, 2014 7:30 pm

Hi Simon,
Thank you! Working great during initial batch queue and visibility tests.
Best regards,
Rick
rashadcarter
Licensed Customer
Posts: 71
Joined: Thu Sep 11, 2014 1:16 am

rashadcarter wrote:I've noticed two things. Rendering seemed to stop when I tried to enable region rendering. I drew a box and the ms/p clock speed dropped and rendering basically ceased. IS this a Octane issue? Also, I am still observing the Invert Absorption flag being enabled by default in Mediums. Otherwise so far so good.
After further investigation it appears as if Render Region does operate, just not in the manner I was expecting. It still seems quite a bit slower than it used to be, roughly 1/3 the normal rendering speed, but that is likely a Standalone problem.
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

A new update has been posted to this thread to address some issues reported by some of you.

Note that render region support is a bit iffy right now. This is not my doing ;) . When the Octane team has it fixed then I'll make sure it is working on my side...
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
protovu
Licensed Customer
Posts: 476
Joined: Thu Sep 11, 2014 7:30 pm

Hi Simon,
Sorry if this is covered, but:
Are clouds, fog, and fountains enabled in this latest version. I am not seeing anything when inserting.
The best I can get is a re-render when moving a fountain. Not that I see the fountain. Just, a re-render is stimulated.

Are the some steps I am not taking?

Also, is anything in the works with the particle emitter? For what it is worth, Pycloid seems to be working, but not the native emitter.

Finally, Thanks again for the Batch queue......working great.

Rick

win7 dual xeon 2 titanx, 1 970
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

protovu wrote:Hi Simon,
Sorry if this is covered, but:
Are clouds, fog, and fountains enabled in this latest version. I am not seeing anything when inserting.
The best I can get is a re-render when moving a fountain. Not that I see the fountain. Just, a re-render is stimulated.

Are the some steps I am not taking?
Volumetric clouds are supported, you need to edit the Octane Cloud effect for each cloud to enable it and assign an octane medium shader.
You can load an openVDB file into fire, cloud, and fog primitives. Again you need to assign an octane medium shader.
The fountain is a WIP. It also needs an octane medium shader.
Also, is anything in the works with the particle emitter? For what it is worth, Pycloid seems to be working, but not the native emitter.
Only object emitters are supported right now. Metaball emitters kinda work but they don't blend together like they should. Additional emitter support in on my todo list.

I'm working on better documentation now.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Tugpsx
Licensed Customer
Posts: 1150
Joined: Thu Feb 04, 2010 8:04 pm
Location: Chicago, IL
Contact:

Thanks for the awesome updates and the great job you have done so far. Like that Octane dropdown options have been improved. I know its in the works but it would be great to have access to the Octane Render Target tools while in the Render Room without having to return to the assembly room and selecting Scene from the Instance list.
Also about the lights are we still working on setting Carrara lights to shape lights so they can have Octane emitter properties added to them. Its not bad doing it manually but would be great to give the user the option.
Carrara shape light to Octane
Carrara shape light to Octane
Win 11 64GB | NVIDIA RTX3060 12GB
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

Do you want full access to the render target or just to a few parameters that you can override in the render room (such as max samples)? The thing is, overrides will work with the batch queue, full access will not.

I have not looked at shape lights before. I'll see what I can do...
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
protovu
Licensed Customer
Posts: 476
Joined: Thu Sep 11, 2014 7:30 pm

Hi Simon,
On the clouds, I had actually followed the steps you describe. Enable and assign an Octane Material, tried a .vdb.
Still nothing showing. File attached.

funny.......On the Fountain, I saw your note and I thought,,"Oh...I haven't heard of a WIP file. Better look that up".....duh ....work in progress

Oh well,......
Attachments
cloud test.zip
(4.35 KiB) Downloaded 315 times
Post Reply

Return to “Carrara”