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Re: Version 2.25-R2 (04.02.2016)

Posted: Mon Feb 08, 2016 11:02 am
by Huv
Regarding this post : viewtopic.php?f=30&t=52551
Aoktar, could be confirm it is not yet implanted ?
Thanks ;)

Re: Version 2.25-R2 (04.02.2016)

Posted: Mon Feb 08, 2016 12:54 pm
by aoktar
Huv wrote:Regarding this post : viewtopic.php?f=30&t=52551
Aoktar, could be confirm it is not yet implanted ?
Thanks ;)
Not implemented. It's not practically possible to implement this with current features of Octane.

Re: Version 2.25-R2 (04.02.2016)

Posted: Mon Feb 08, 2016 2:39 pm
by Huv
:cry:
Any chance to have the "random color" shader of octane more powerful ? (to have a kind of "variation shader" look like...)
Thanks for your answer anyway ;)

Re: Version 2.25-R2 (04.02.2016)

Posted: Mon Feb 08, 2016 2:50 pm
by aoktar
Huv wrote::cry:
Any chance to have the "random color" shader of octane more powerful ? (to have a kind of "variation shader" look like...)
Thanks for your answer anyway ;)
It's not a plugin job/possibility to implement a current shader. Theoretically some ways are possible to do just by plugin implementations, but these are not fast and powerful solutions. This can cause extra criticisms rather than getting some appreciations.
I hope this makes some sense. Ex. mograph colors are a kind of implementation. So we should see V3 and next features.

Re: Version 2.25-R2 (04.02.2016)

Posted: Mon Feb 08, 2016 4:11 pm
by Huv
Ok, i'll have to wait and manage with the actual random color shader ;)
Thanks

Re: Version 2.25-R2 (04.02.2016)

Posted: Tue Feb 09, 2016 11:13 am
by martinzip
Hello Ahmet
thank at first for your great work on the octane renderer !!
I have a problem concerning rendering out Multipasses with the teamrender.
Can you please give a short sketch of the workflow with teamrenderer?
Thanks in advance for your help.

Re: Version 2.25-R2 (04.02.2016)

Posted: Fri Feb 12, 2016 3:24 pm
by borzoff
Wrong save "render layer id" and "Material Id" and "Object ID".
save when should record each color in a separate channel for EXR and RPF formats. then it will be normal to choose a mask when using ID MATTE IDentifier and in the after-effect.
And if there is a render with motionBlur impossible to mask the object.
correct Please greatly complicates the work.

And if we consider separately the mask using this piece here
https://yadi.sk/i/_YtDDY4bojGo6
a motion blur is not on the masks.

Re: Version 2.25-R2 (04.02.2016)

Posted: Fri Feb 12, 2016 7:15 pm
by aoktar
borzoff wrote:Wrong save "render layer id" and "Material Id" and "Object ID".
save when should record each color in a separate channel for EXR and RPF formats. then it will be normal to choose a mask when using ID MATTE IDentifier and in the after-effect.
And if there is a render with motionBlur impossible to mask the object.
correct Please greatly complicates the work.

And if we consider separately the mask using this piece here
https://yadi.sk/i/_YtDDY4bojGo6
a motion blur is not on the masks.
To activate the "distributed pathtracing" is required for motion blur effects.

Re: Version 2.25-R2 (04.02.2016)

Posted: Sat Feb 13, 2016 6:31 pm
by zoppo
I can't get the Z-Depth pass to render properly:

Image

This happens in the LV when rendering with PT but choosing Z:
Image

Still the same when changing to zdepth and Infochannels. Z-depth max is ignored:
Image

When swithing to "Main" it works:
Image

My problem: when rendering in the Picture Viewer with the settings in the first picture the z-depth pass that is saved is the wrong one (picture 2 and 3).

The only way I found to get the correct pass (as in the last picture) is to set the Octane Settings to Infochannels (like in picture 3 and 4).
But obviously I won't get a Beauty Pass this way, because the Z-Depth pass is rendered as a beauty pass (main pass).

Re: Version 2.25-R2 (04.02.2016)

Posted: Sat Feb 13, 2016 6:39 pm
by borzoff
aoktar wrote:
borzoff wrote:Wrong save "render layer id" and "Material Id" and "Object ID".
save when should record each color in a separate channel for EXR and RPF formats. then it will be normal to choose a mask when using ID MATTE IDentifier and in the after-effect.
And if there is a render with motionBlur impossible to mask the object.
correct Please greatly complicates the work.

And if we consider separately the mask using this piece here
https://yadi.sk/i/_YtDDY4bojGo6
a motion blur is not on the masks.
To activate the "distributed pathtracing" is required for motion blur effects.
Thank you very much for this tip, I'll try.
but here's the problem with the EXR format recording and Object ID and Material ID is still there. I want to bring one pass, rather than a bunch of masks. Probably expect a fix for this problem.
https://yadi.sk/d/FuN4XU2conkMo
https://yadi.sk/d/lxSGSl0-onkBq
https://yadi.sk/d/Noi6dBmWonjbN