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Re: OctaneRender 2.45 screenshot/preview

Posted: Fri Apr 01, 2011 8:21 pm
by abstrax
radiance wrote: northoffset is not fixed yet... but on our list :)
Sorry, but it's already fixed ;)

Cheers,
Marcus

Re: OctaneRender 2.45 screenshot/preview

Posted: Fri Apr 01, 2011 8:54 pm
by Jaberwocky
abstrax wrote:
radiance wrote: northoffset is not fixed yet... but on our list :)
Sorry, but it's already fixed ;)

Cheers,
Marcus

It's speedy Abstrax to the rescue again ;)

Re: OctaneRender 2.45 screenshot/preview

Posted: Fri Apr 01, 2011 10:03 pm
by hadouken
I have a question. I noticed in the 2.45 screenshot that there are 10cm main grid lines and 1cm gridlines. Is that physically accurate or is it just a nice texture?

If I'm working in centimeters or inches in MAX, thenexport to obj and scale to meters on import to octane...then will the scale still be correct and reflected on that grid? I'm a little confused. I hope that makes sense.

thanks, :shock:

Re: OctaneRender 2.45 screenshot/preview

Posted: Fri Apr 01, 2011 10:17 pm
by abstrax
hadouken wrote:I have a question. I noticed in the 2.45 screenshot that there are 10cm main grid lines and 1cm gridlines. Is that physically accurate or is it just a nice texture?

If I'm working in centimeters or inches in MAX, thenexport to obj and scale to meters on import to octane...then will the scale still be correct and reflected on that grid? I'm a little confused. I hope that makes sense.

thanks, :shock:
The material preview scene has a fixed size in real physical units. -> Although the grid is "just" a texture it is sized correctly, i.e. one small grid cell is 1cmx1cm and large grid cell is 10cmx10cm.

Cheers,
Marcus

Re: OctaneRender 2.45 screenshot/preview

Posted: Fri Apr 01, 2011 10:54 pm
by colorlabs
It's great that it's physically correct. One thing I was wondering - will we ever be able to change the scale of the ball? Sometimes I'm texturing gigantic objects or tiny objects, and the ball is pretty useless.

Re: OctaneRender 2.45 screenshot/preview

Posted: Sat Apr 02, 2011 12:18 am
by hadouken
abstrax wrote:
hadouken wrote:I have a question. I noticed in the 2.45 screenshot that there are 10cm main grid lines and 1cm gridlines. Is that physically accurate or is it just a nice texture?

If I'm working in centimeters or inches in MAX, thenexport to obj and scale to meters on import to octane...then will the scale still be correct and reflected on that grid? I'm a little confused. I hope that makes sense.

thanks, :shock:
The material preview scene has a fixed size in real physical units. -> Although the grid is "just" a texture it is sized correctly, i.e. one small grid cell is 1cmx1cm and large grid cell is 10cmx10cm.

Cheers,
Marcus

Oh, ok. thanks for the reply.

Re: OctaneRender 2.45 screenshot/preview

Posted: Sat Apr 02, 2011 1:36 am
by r4ytrace
abstrax wrote:
hadouken wrote:I have a question. I noticed in the 2.45 screenshot that there are 10cm main grid lines and 1cm gridlines. Is that physically accurate or is it just a nice texture?

If I'm working in centimeters or inches in MAX, thenexport to obj and scale to meters on import to octane...then will the scale still be correct and reflected on that grid? I'm a little confused. I hope that makes sense.

thanks, :shock:
The material preview scene has a fixed size in real physical units. -> Although the grid is "just" a texture it is sized correctly, i.e. one small grid cell is 1cmx1cm and large grid cell is 10cmx10cm.

Cheers,
Marcus
OH i just had a revelation (I think) - is the idea that by trying to stick to the sizes that objects really would be relative to the raycasts amount and size, that things look more 'right', because obviously the earth for example would look 'wrong' if rendered with lots of large noise on it ?

(or something - sorry if I'm making no sense)

Re: OctaneRender 2.45 screenshot/preview

Posted: Sat Apr 02, 2011 1:53 am
by abstrax
OH i just had a revelation (I think) - is the idea that by trying to stick to the sizes that objects really would be relative to the raycasts amount and size, that things look more 'right', because obviously the earth for example would look 'wrong' if rendered with lots of large noise on it ?

(or something - sorry if I'm making no sense)
Hmm, sorry, I don't get that. Could you please explain it in dummy mode? Thanks :)

Cheers,
Marcus

Re: OctaneRender 2.45 screenshot/preview

Posted: Sat Apr 02, 2011 8:45 am
by r4ytrace
haha I can't really I think the problem is that I'm probably saying it in dummy mode :p

what I kinda mean is that the resolution of the 'noise' of the raytracing -

actually I think I've just realised that what I said doesnt make sense and is most certainly probably wrong - nm :)

Re: OctaneRender 2.45 screenshot/preview

Posted: Sat Apr 02, 2011 10:14 am
by Jaberwocky
not sure wether to report a bug here or in the release forum.

anyways, here goes.

I set an output pixel resolution.However the output if different.

Please see attached images.

It was set to 900x900 pixels but photoshop shows it as 900 x 1000