OctaneRender™ Standalone v1.02 (obsolete)

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matej
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I'm not sure what are the screens supposed to show? Octane uses +Y up, Blender uses +Z. Both are equally valid implementations, that you can find throughout the world of 3D apps.

To rotate your object "locally", first apply a rotation transform then a translation (two placement nodes in sequence). Do the opposite if you want to rotate around world origin. Anyway, these placement nodes are supposed to be just exceptional tweaks and not something you would use to "interactively" setup your scene in Octane (unless you want to go insane :) ). For proper interactivity Octane would need graphical transformation tools and the ability to select & move objects with the mouse.
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pixelrush
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One thing that bothers me slightly about the new daylight system is that as cool as it is the sun appears to be too small in the sky at times but perhaps I am imagining it....
Is the diameter used physically correct?
Also in reality the atmosphere acts as a lens at sunrise/sunset or account of the extra thickness to the horizon and makes it appear larger then. I think I mentioned this before in an older post about daylight but would it be possible to link the Suns apparent size to the time of day? or have a slider for varying the diameter some.
You might be able to make use of the same code to improvise a Moon - very low power sun with texture map and a occluding disk for the phases. The position of the Moon wouldn't necessarily need to be linked to the time/day estimator though just so long as you can use one if you wish ;)
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FrankPooleFloating
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^ and perhaps saturation slider for the whole atmosphere... or better yet - being able to tweak the orange(ness) of sun and blue(ness) of sky separately would rock indeed.. and give incredible control.

Also, I thought turbidity was able to make it like an overcast day.. maybe I am doing something wrong.. shadows are still very much sharp even when cranked all the way up.
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pixelrush
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I understood turbidity is about the scattering due to dust in the atmosphere?
Overcast would be about a global illumination rather than a slightly scattered point source.
Perhaps you should use an HDR instead.

Edit:
Actually after reading up some about the Moons apparent size near the horizon it is an illusion. :roll:
Of course the size does vary a little with the distance of the planets from each other but the angular measure for both the sun and moon is pretty constant across the sky at about 0.53 degrees
Still I wouldn't mind a slider for the Sun/Moon size , dunno, maybe 0.9x to 1.7x the default dia ?? would 'look better' for some renders ;)

A discussion of the illusion here http://retina.anatomy.upenn.edu/~bart/scriptie.html....
There is a little graph in there showing a linear like change in the perception of the dia with elevation which would make it easy to implement in code for animations. I anticipate an 'enable apparent size' button 8-)

I note that a full Moon is about 1/500,000 the brightness of the Sun... :geek:
Anyone up for rendering a solar eclipse :P
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ROUBAL
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One thing that bothers me slightly about the new daylight system is that as cool as it is the sun appears to be too small in the sky at times but perhaps I am imagining it....
For my own, I thought it was too big... so, it may be only a matter of personnal feeling ! :roll:
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MattRM
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matej wrote:I'm not sure what are the screens supposed to show? Octane uses +Y up, Blender uses +Z. Both are equally valid implementations, that you can find throughout the world of 3D apps.

To rotate your object "locally", first apply a rotation transform then a translation (two placement nodes in sequence). Do the opposite if you want to rotate around world origin. Anyway, these placement nodes are supposed to be just exceptional tweaks and not something you would use to "interactively" setup your scene in Octane (unless you want to go insane :) ). For proper interactivity Octane would need graphical transformation tools and the ability to select & move objects with the mouse.
Hi,

Yes sure, it's a way, rotate + translate, but it'll be easier to have one transformation tool. For myself, I work with assets (like I do in production). More easier to setup the scene, if you need adjust one obj, no need to re-export all, and when you want update a specific obj, it's possible to with export only the obj/assets need. More easier too to only replace a set of obj when do animation.

Yes, a real transform controler will be great too.

Happy Xmas !!!

Matt
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pixelrush
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> I thought it was too big.

Well I did ask for 0.9x too. :)
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larsmidnatt
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for me, 1.01 and 1.02 are not as responsive when pinning nodes and doing other basic actions like selecting nodes or changing values. This includes when I am not actively rendering and changing values while the rendering is paused.

I haven't had these issues in the past, just during the last two test releases.

The delay between releasing the button and you seeing the update on screen can be from 2-5 seconds. I'm on a i5 3.2 with 8 gigs of ram and a geforce 660ti with 3 gigs of ram on 64bit win7.

my scenes are typically using a gig or so of Vram and with less than 2 million tris, usually less than 1. Scenes that work quickly in 1.0, aren't as responsive in 1.02. Nor are new scenes, a scene with just a cube doesn't respond all that quickly.
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ROUBAL
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@larsmidnatt Do you use instances in your scene ? I ask, because with instances, you can have some scene showing not much required VRAM and reacting slowly.
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larsmidnatt
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Regardless of whether I have loaded instances or not it can be slow reacting.
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