I would like to thank you too.
I believe this is going to help achieve better rendings from users who don't have the time to implement sophisticated lighting work arounds and enable to us to get more from simpler geometric models. A big help in bringing casual users into the fold.
new features of 3.08
Windows 11, 2x Intel I9, 64GB Ram, 2x GTX 1080 TI, 1 x RTX 380 TI, Oculus Quest 2
Absolutely. We understand how important this is.MB wrote:I would like to thank you too.
I believe this is going to help achieve better rendings from users who don't have the time to implement sophisticated lighting work arounds and enable to us to get more from simpler geometric models. A big help in bringing casual users into the fold.
- prehabitat
- Posts: 495
- Joined: Fri Aug 16, 2013 10:30 am
- Location: Victoria, Australia
From a podcast: posted elsewhere.
Sorry, I know it’s a crappy question; and Im not discrediting all the other work done: ‘easy’ PBR is just really important (for me, at least) in terms for enjoyment of the product & will likely be critical for engagement of some segments.
Just wanted to confirm that the conversation in this thread and the above is a firm commitment that we’ll have a native PBR workflow that doesn’t involve sophisticated workarounds before V4?Octane Roadmap:
3.08: Major update is OSL (Open Shading Language) shaders, final test build should be ready by next week (Week 7)
3.09: Mostly about AI denoiser, can reduce 20,000 samples to just 200 samples in a best-case scenario; beta in users' hands by February. The denoiser has access to Octane buffers even before going out to the render passes; can check for material roughness, subpixel arrangement, etc., to incorporate all the relevant data into the denoising algorithm
3.10: Minor release, mainly bug fixes
V4 = Octane merged with Brigade (game engine API) scene graph, "load times just go away", preview/announcement at GTC. "I don't want Octane to be anything but unbiased -- -- but if we were to look at biased rendering at all, it's all about real-time, 120 FPS in VR. With V4, you do have the ability to do RT dynamic stuff."
Sorry, I know it’s a crappy question; and Im not discrediting all the other work done: ‘easy’ PBR is just really important (for me, at least) in terms for enjoyment of the product & will likely be critical for engagement of some segments.
Win10/3770/16gb/K600(display)/GTX780(Octane)/GTX590/372.70
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
Octane 3.x: GH Lands VARQ Rhino5 -Rhino.io- C4D R16 / Revit17
- fatrobotsneedlove
- Posts: 161
- Joined: Sun Sep 21, 2014 7:06 am
Yeah it’s been a full month, how bout an update?
Had to use redshift btw. Their workflow with substance painter is awesome. So frustrating that it’s still not in octane after years of requests.
Had to use redshift btw. Their workflow with substance painter is awesome. So frustrating that it’s still not in octane after years of requests.
4x 2080ti hybrids, 4x 980ti Hyrbids. C4D, Houdini.
- Tim_Twisted
- Posts: 39
- Joined: Mon Apr 23, 2018 1:31 pm
Can someone post the complete code for the anisotropy circles? it seems the image is missing some lines.
Hello Otoy Support Team,
I am getting very different render pass result for Reflections and Transmission between Octane 3.07 vs 3.08 / 4.0 version. I have documented it in another thread - viewtopic.php?f=44&t=69238&p=348803#p348803 . As a result my materials are rendering differently in the 2 versions. May I know what settings in Diffuse / glossy / specular nodes can I change to make it render like it did with 3.07 ? I tried the different BDRF modes, etc. But none produced the kind of reflections I was getting in 3.07. The test images in the other post are at 10,000 samples.
I am using Octane via the Daz Studio plugin.
Thanks and regards,
Rajib
I am getting very different render pass result for Reflections and Transmission between Octane 3.07 vs 3.08 / 4.0 version. I have documented it in another thread - viewtopic.php?f=44&t=69238&p=348803#p348803 . As a result my materials are rendering differently in the 2 versions. May I know what settings in Diffuse / glossy / specular nodes can I change to make it render like it did with 3.07 ? I tried the different BDRF modes, etc. But none produced the kind of reflections I was getting in 3.07. The test images in the other post are at 10,000 samples.
I am using Octane via the Daz Studio plugin.
Thanks and regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
Unfortunately there were a lot of issues with the render passes, which we (hopefully) fixed with version 3.08. The transmission pass for example, contained the diffuse contribution. The screenshots of 3.07 which you posted also contain a lot of fireflies. I think this was also an issue that got fixed in 3.08, but I would need to check, since it has been a while...rajib wrote:Hello Otoy Support Team,
I am getting very different render pass result for Reflections and Transmission between Octane 3.07 vs 3.08 / 4.0 version. I have documented it in another thread - viewtopic.php?f=44&t=69238&p=348803#p348803 . As a result my materials are rendering differently in the 2 versions. May I know what settings in Diffuse / glossy / specular nodes can I change to make it render like it did with 3.07 ? I tried the different BDRF modes, etc. But none produced the kind of reflections I was getting in 3.07. The test images in the other post are at 10,000 samples.
I am using Octane via the Daz Studio plugin.
Thanks and regards,
Rajib
So the render passes in 3.08 it should be an improvement over version 3.07, which was simply incorrect.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Thanks Abstrax, for the quick response ! Actually those fireflies were making my texture a bit lively instead of looking flat as they were spread throughout. I guess I was liking the result of the "wrong" rendering being done by 3.07abstrax wrote: Unfortunately there were a lot of issues with the render passes, which we (hopefully) fixed with version 3.08. The transmission pass for example, contained the diffuse contribution. The screenshots of 3.07 which you posted also contain a lot of fireflies. I think this was also an issue that got fixed in 3.08, but I would need to check, since it has been a while...
So the render passes in 3.08 it should be an improvement over version 3.07, which was simply incorrect.

Thanks and regards,
Rajib
Windows 10 Pro i9-9980XE 128GB RAM|4 x Titan RTX
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard
Houdini 18.5(2020.2.1.2)|Cinema C4D R26|Daz Studio Pro 4.21.0.5(Octane 2021.1.6.83)
NVIDIA 460.89 Studio Standard