Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

Sub forum for plugin releases

Moderators: ChrisHekman, aoktar

Locked
User avatar
aoktar
Octane Plugin Developer
Posts: 16063
Joined: Tue Mar 23, 2010 8:28 pm
Location: Türkiye
Contact:

Studio21 wrote:Hi Ahmet, I'm trying to run this parallel mapping OSL code posted in the standalone thread:
I noticed in the standalone version u get an Input texture option, but this doesn't happen in the plugin? thx
Some parameters are still not implemented in plugin. I'm working on, btw is this a osl texture?
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
Studio21
Licensed Customer
Posts: 212
Joined: Wed Nov 16, 2016 11:14 am

yes it is. thx for the info, ill wait for an update
mesut
Licensed Customer
Posts: 138
Joined: Thu Jun 03, 2010 8:00 pm
Location: Germany
Contact:

yes, that parameter was enabled.
aoktar wrote:
mesut wrote:hi,
great update. thx.

i believe to have found a reproducable crash:

1. add light(sky, hdri... whatever)
2. add sphere
3. add octane-material to sphere
4. render in live viewer
5. open node editor of said material
6. connect a node (i.e. rgb) to diffuse
7. delete octane-material from material manager
8. freeze/crash of c4d (the one that shows you a "thinking" circle)

EDIT:
i tried this again, but this time with a "checker"-node instead of rgb... which led to "normal" crash with bugreport and such.
here's the zip, containing everything the report produced:
http://www.mesutcapkin.com/temp/complete_report.zip
Can't reproduce it! But be sure that you have enabled parameter as in picture.
win7prof. | i7 4930, 32gb | 2*980ti 6g for renderings | 1*660 for displays
Cheiser
Licensed Customer
Posts: 62
Joined: Wed May 11, 2016 1:27 am

aoktar wrote:
Cheiser wrote:Weird issue with displacement.
Using TextureImage for displace this cube.
Image
Could you please send a c4d or orbx scene?
If i uncheck "Smooth" option under material Common tab - there is no problem.
Image
Image
Image
or you can just bevel this mesh and its all ok. Looks like if you are using just a cube with sharp edges it creates some weird stuff. In older versions displacement just tear geometry.
Kretschi
Licensed Customer
Posts: 42
Joined: Thu May 26, 2016 4:59 pm

Hi,


Great update. Works fine in R19.
The Power slider of the ToonPointLight does nothing...

Thanks!
Last edited by Kretschi on Thu Dec 07, 2017 10:14 pm, edited 1 time in total.
rodross
Licensed Customer
Posts: 135
Joined: Fri Jun 27, 2014 3:01 pm

Looks like there's a bug with mixtextures. Try putting a mixtexture into the diffuse, put it on an object, and send over with an octane sky (no need for hdr). It does some weird stuff especially when you toss in a dirt shader as the mix amount. Renders half and/or quarters of the image wrong.
Attachments
3.08_MixIssue.PNG
Tag12345
Licensed Customer
Posts: 120
Joined: Sat Feb 27, 2016 11:23 am

Just wanted to say that 3.08 is nice, but I think its weird that the Toon shader is a Material instead of a Render parameter. Kind of defeats the purpose.

Reason being is that its sort of limited since one has to go through Each texture, change to Toon and then edit each one to fit how they want it.

I honestly think it would be much better if it was a Render Settings parameter, just like how Standard render has it. Its a global attribute that you can control from the Settings panel. This would help be more efficient and just easier in general. Again, I like what the Otoy team is doing, but I feel that the team has a hard time deciding what to make individual parameters for and what to make global settings for.


Toon Shader should be a Global parameter. Probably keep the material too for those who like to get a bit more specific, but its not helping many people if they have a large scene with thousands of materials.

Fog is another thing that is only in the Environment tag. Its a global parameter. If we want a light to look a certain way in fog we have to work extra hard to change everything to get that to work, when other Renderers such as Arnold already have a Global fog and a Individualized Light/volume parameter to edit a light's volume in such fog.

The last thing to mention is AO. Idk if its something worth mentioning, but this is a biggy as well. Idk why we dont just have a Switch in settings to turn on Ambient Onclussion. Every material I have that I want AO, I have to mix the original texture with a dirt shader to get Faked AO. Why isnt that a thing yet?

I know you guys are focusing on one thing at a time, but note that some of these things could be easy reworks. I for one like how you guys added antist. & realistic pbr metal shaders to the mix, thats really cool!


I wanna say that there are 5 major things left to get Octane to Production Level.

1. Noise reduction (3.09)
2. Light Linking (stylistic lighting focused on certain objects and excluding others) -- sounds easy at this point since we have spec off,diff. off, and cam off (maybe just include/exclude features) (This would also help to HIDE lights that show in certain specular materials that arent wanted, but atm you would have to change the whole lighting in order for it to not show in 1 unwated object)
3. Fog/Volume Rework (Allow us to select fog paremters in the Settings, Just 1 global Param and indiv light params. Adjust volumetrics of each light. Arnold did this years ago. And Im sure Redshift is as well...
4. Rework Toon Shader, focus on making it a global paremater easier to just use in the Settings, automatically shows all materials as toon materials
5. Add AO, even if its the fake AO method of applying a Dirt Shader to all Existing Materials (Input diffuse in the shader material 2nd slot) just repeat the Dirt Shader parameters in Settings as a Global (Off/on, easy)

6. Felt like adding an extra, but Lens flares or Individualized Light Glow parameters. Basically giving EACH light the ability to have individual light glow settings. This way you dont need to under-over expose a light to get the Flare or look you need.


Some of these seem to simple not to implement.

Im always here to share what cold be better about octane. I also have and tested about every render engine available atm. Octane is definitely falling short. 6 things that will bring it ontop of every render engine. These are things from other render engines that are pulling your customers to other engines, most times for 1 KEY feature.

Search you competitors in these forums and see how many people have said theyve either switched or had to use something else for a certain look,etc.
My day job is Sales, and the biggest thing you want, is to give your customers a REASON to stay. Offer something other companies dont have. Octane was like this a couple years ago, but now Redshift and Arnold have been making strides to do this.

As a community, We need to get these ideas implemented so that doesnt happen. When I first bought octane it was FOR that reason, FOR the innovation. I want the OTOY team and developers to promise me we are going to get there, even if you guys all gotta talk to Jules and say "This dude has a point"


Lets make Octane better.

~Cheers
User avatar
thanulee
Licensed Customer
Posts: 712
Joined: Sat Dec 19, 2015 11:00 pm

"a Individualized Light/volume parameter to edit a light's volume in such fog."
Although i doubt this will ever happen, it would be awesome. For a project im doing atm i have to change renderer only for this pass. cheers
rodross
Licensed Customer
Posts: 135
Joined: Fri Jun 27, 2014 3:01 pm

Tag12345 wrote: The last thing to mention is AO. Idk if its something worth mentioning, but this is a biggy as well. Idk why we dont just have a Switch in settings to turn on Ambient Onclussion. Every material I have that I want AO, I have to mix the original texture with a dirt shader to get Faked AO. Why isnt that a thing yet?
I'm not following here. You can do an AO pass, or look at it in the info channels. Does the scene not already get the effect of AO with real bouncing light in unbiased renderers without having to "turn it on"? Maybe I don't understand what you're after here. Adding in more AO effect with dirt would seem like a stylistic thing?
Tag12345
Licensed Customer
Posts: 120
Joined: Sat Feb 27, 2016 11:23 am

My thing is that you should have to do a pass to get AO.

And from my knowledge its only a pass, but its not something that u can get in the render as is, no passes,etc.
Locked

Return to “Releases”