OctaneRender™ Standalone 3.00 alpha 4

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FrankPooleFloating
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Notiusweb, if you are considering taking things to the next level (sorta seems like it), and start learning to model stuff (with your own UVs etc) and having much more control, power, fun, I'd like to point you to this thread, about LightWave's current promo, and why it rocks:

viewtopic.php?f=40&t=52451
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Notiusweb
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Notiusweb, if you are considering taking things to the next level (sorta seems like it), and start learning to model stuff (with your own UVs etc) and having much more control, power, fun, I'd like to point you to this thread, about LightWave's current promo, and why it rocks:

viewtopic.php?f=40&t=52451
Cool, I'll definitely take a look, thanks!
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BorisGoreta
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Excellent work on volume rendering ! Well done team ! I've been just testing latest LW plugin with Turbulence FD and it works and looks amazing !
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Notiusweb
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Yeah! Take that, UV-mapless red car...
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A unitless temp VDB where Black-body emitter did nothing, used a mesh sphere to fake a glow on the car
A unitless temp VDB where Black-body emitter did nothing, used a mesh sphere to fake a glow on the car
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ThetaGraphics
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Stereoscopy - Side by Side

Currently stereo images in side by side mode render in the opposite positioning from cross-eye viewing and .jps saving. Which means, instead of a quick cross-eye check, I have to save or copy every render to Photoshop and manually switch the images before I can take an accurate look at what I'm rendering. I realize that there are probably programs that use the style of side by side that it renders in, but would it be possible to add a reversed stereo mode, or even allowing a negative value to eye distance should work too?
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BorisGoreta
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lol, it got what it deserved !
Notiusweb wrote:Yeah! Take that, UV-mapless red car...
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Notiusweb
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Re: OctaneRender™ Standalone 3.00 alpha 3
Postby haze » Thu Jan 14, 2016 7:33 pm
linvanchene wrote:
Is there any chance that the volume step length can be set on an object level in the future?

Yes, we are still busy working on major feature enhancement to the volumetric support you're seeing in alpha 3. The volume node will look substantially different very soon, but in terms of priority, colour ramps for volumes will be done before the step length enhancement.

Some more information on the step length:
We use raymarching for rendering volumes, and each step along the march is a fixed size in metres. This is the step length you are seeing in the kernels. The smaller the step length, the more accurate the results. When you have a larger step length, one that goes across many voxels, Octane must pick a single density for the whole step. Many voxels will get missed, and when it misses a few voxels with a high temperature, then the emission will be lower in that area. This is why lowering the step length changes the look of a volume. The same goes for absorption and scattering.
Is there a way to brute force a VDB to act as an emitter, by assigning it a pseudo-temperature on import in lieu of not having one? it does not look like there was an assignable temperature mode (ie Kelvin) on the VDB import settings, just the numeric temperature range value, which if changed (ie 1 to 100) did not seem to do anything. If not, could this be added (for artistic-awesomeness-purposes, not for technically-sound-and-accurate-to-the-mathematics-of-the-VDB purposes).
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haze
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Notiusweb wrote: Is there a way to brute force a VDB to act as an emitter, by assigning it a pseudo-temperature on import in lieu of not having one? it does not look like there was an assignable temperature mode (ie Kelvin) on the VDB import settings, just the numeric temperature range value, which if changed (ie 1 to 100) did not seem to do anything. If not, could this be added (for artistic-awesomeness-purposes, not for technically-sound-and-accurate-to-the-mathematics-of-the-VDB purposes).
Yes - the import preferences of the volume allow you to pick any grid in the VDB to use as temperature. If you don't have temperatures in Kelvin I'd recommend that you use texture emission. Colour ramps are not far away, and these give you much more control. The problem with applying a multiplier to make it work with blackbody emission is that you need to get the multiplier just right otherwise the output radiance is too low to see. The other issue is that if your smoke/fire has no scattering and a moderate amount of absorption, then you won't be able to see a flame in the centre. So if you have problems with that, try to also give your volume some scattering too.
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Notiusweb
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Hi Haze, thanks for answering my question!
As follow up, is it possible to have the emission match that of a mesh emission? No matter what settings I have ever tried, the vdb file never acts as a workable 'light'. It can certainly block light, like a good cloud should, but never lights a scene like a mesh can
VDB blocks emitting sphere and has a reflection, but never seems to emit light itself like the sphere
VDB blocks emitting sphere and has a reflection, but never seems to emit light itself like the sphere

I try changing the word 'temperature' to 'texture' in import settings, but it doesn't seem to do anything...try blackbody emission, texture emission, but never seems to change anything. make cloud plump, whispy, dark, light, scattering, absorbing....I mean, It definitely does something because it restarts the render, but the vdb files never turn into a light. I know in Houdini there are extra Houdini parameters to make different things happen with a volume, but in my case, straight into Octane with a unitless temperature VDB, you should be able to get a glow from raising texture emission alone, such that it glows and lights a scene? Just never happens :?
I must be missing something?...better not be a UV map !

Appreciate any suggestions ;)
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haze
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Notiusweb wrote:Hi Haze, thanks for answering my question!
As follow up, is it possible to have the emission match that of a mesh emission? No matter what settings I have ever tried, the vdb file never acts as a workable 'light'. It can certainly block light, like a good cloud should, but never lights a scene like a mesh can

I try changing the word 'temperature' to 'texture' in import settings, but it doesn't seem to do anything...try blackbody emission, texture emission, but never seems to change anything. make cloud plump, whispy, dark, light, scattering, absorbing....I mean, It definitely does something because it restarts the render, but the vdb files never turn into a light. I know in Houdini there are extra Houdini parameters to make different things happen with a volume, but in my case, straight into Octane with a unitless temperature VDB, you should be able to get a glow from raising texture emission alone, such that it glows and lights a scene? Just never happens :?
I must be missing something?...better not be a UV map !

Appreciate any suggestions ;)
You've found a bug - if you set some emission on a volume with 1 grid, then it should have some proper emission. In this case there is none, even with scattering. This seems to only apply to volumes which have a single grid. I'll get it fixed, thanks for checking it out!
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