Question for Developers: What's Coming Next?

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photonf
Licensed Customer
Posts: 37
Joined: Sun May 30, 2010 1:37 am

what about a quick and easy trick for camera animation ?

other than the turn table implementation.

can u for example alter the code of turn table animation to be able to read camera position and orientation from a text file ?

a temporary solution that works for camera animation will be appreciated from the majority of your users :)

i can imagine setting up my scene with perfect lighting textures etc from your node editor and then load the camera path and have it running without the fear of incorrect material exporting and internet connection failure during animation rendering.

sorry to be persistent about this, i wish i could join u to help u out :)
MOSFET
Licensed Customer
Posts: 84
Joined: Thu Jun 03, 2010 1:30 am

@radiance: I hope that full support for HDR file formats (EXR, HDR, RAW) is added sooner rather than later, especially with the impending release of the new render kernel.
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi all,

Regarding the animation of camera, we need to develop this properly, so after we have finished our current priorities, we will look into a timeline system.
Regarding HDR output, it's definately something we will add in the next intermediates, not far off.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
MaTtY631990
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Joined: Thu Apr 08, 2010 8:38 pm

Will you be able to render shadow channels in the next big release. Looking at other renderers like bunkspeed and arion it seems great to be able to have an option where you enable matte shadows and the models will cast shadows from hdr images and the sun/sky enviroment onto an invisible floor.
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

MaTtY631990 wrote:Will you be able to render shadow channels in the next big release. Looking at other renderers like bunkspeed and arion it seems great to be able to have an option where you enable matte shadows and the models will cast shadows from hdr images and the sun/sky enviroment onto an invisible floor.
Very unlikely in the next releases, but it's planned.

Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
tchoa
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Posts: 189
Joined: Thu Jul 01, 2010 12:33 pm
Location: Montpellier

About camera's animation, it would be nice to have a timeline and the possibility to import (in the camera node) a simple ascii file that has all the keyframes the octane's camera needs.
It would be very easy to write/bake for the various exporters and would allow to get the results of complex camera rigs.

F
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
convergen
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Joined: Mon Mar 28, 2011 1:57 am
Location: Adelaide, Australia

Ideally it would have full support for collada files, as they are already a standard implemented in many applications already.

Moreover, is it going to be possible to define the camera sensor size?
Convergen | Adelaide Australia
Windows 7 x64 | GTX 580 1.5GB | 12GB DDR3 | Core i7 920 @ 3.6ghz
convergen
Licensed Customer
Posts: 65
Joined: Mon Mar 28, 2011 1:57 am
Location: Adelaide, Australia

Also, is it possible to increase the 64000 sample limit?
Convergen | Adelaide Australia
Windows 7 x64 | GTX 580 1.5GB | 12GB DDR3 | Core i7 920 @ 3.6ghz
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radiant
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Location: Adelaide, Australia
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any status reports? updates?.
Development going well?? :D

I hope you are getting enough sleep, i dont want you/s to be hospitalized due to over work. You will loose precious coding time.
Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
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abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Everything is going well. Still a lot to do though, which is the reason why we are currently not very present on the forum. As soon as we have something definit to show, we let you all know.

One thing I wanted to do since I started at RS and which got pretty much done today, was to change how OCS files and the linked OBJ files are loaded: We now always relink OBJ files with the mesh node and its materials, regardless how an OCS file is opened. This should solve most of the problems of messed up materials, when OBJ/MTL files have been changed and you try to load the associated OCS file.

That change is part of larger set of changes regarding render targets, mesh nodes and stuff and fixes a few memory leaks, too.

There is still quite some work ahead of us, until we can release beta2.5, but I think it will be worth the wait :)

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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