OctaneRender™ Standalone 1.11

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

MOSFET wrote:Hey Karba,

If possible, could you share the 'Shabby' material example from the Octane Dirt thread on the LiveDB?

Thanks!
-M
I will do it later
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FrankPooleFloating
Licensed Customer
Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

Could someone toss a quick mini-tut of how the hell you use Dirt.. at all..

The only thing I can get so far is something that looks like AO... and can't
figure out how to apply on top of something else - like a diffuse texture that
has a uv mapped image on it... how do I get Dirt in the nooks and crannies?
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suvakas
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Joined: Sun Jun 12, 2011 10:26 am

Karba wrote:Some info about octane fog and new engine of specular material.
Can the camera be inside a medium now?

Suv
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

Hello Karba,

I've been trying to replicate the fog god rays like in the image you posted, and could not do it, I've tried by placing a plane with specular material and scattering, it makes the rays but the scattering makes all the sky disapear.

Could you provide us a sample scene for us to understand how to apply this?


Thanks
Best regards
Filipe
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

suvakas wrote:
Karba wrote:Some info about octane fog and new engine of specular material.
Can the camera be inside a medium now?

Suv
No, unfortunately.
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

manalokos wrote:Hello Karba,

I've been trying to replicate the fog god rays like in the image you posted, and could not do it, I've tried by placing a plane with specular material and scattering, it makes the rays but the scattering makes all the sky disapear.

Could you provide us a sample scene for us to understand how to apply this?


Thanks
Best regards
Filipe
I have attached the scene to that post.
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FrankPooleFloating
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Joined: Thu Nov 29, 2012 3:48 pm

Typical... figured it out 5 minutes after posting that...

combination of mix material, multiply etc...
Last edited by FrankPooleFloating on Tue Feb 26, 2013 11:29 pm, edited 1 time in total.
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Karba
OctaneRender Team
Posts: 2300
Joined: Sat Jun 11, 2011 9:05 am

FrankPooleFloating wrote: and can't figure out how to apply on top of something else - like a diffuse texture that
has a uv mapped image on it...
Use mix texture
FrankPooleFloating wrote: how do I get Dirt in the nooks and crannies?
Try to increase strength and details
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steveps3
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Joined: Sat Aug 21, 2010 4:07 pm
Location: England

Just did a quick test with the dirt texture. Very impressive.
Attachments
rustybolt.jpg
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
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bepeg4d
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great version, thanks :D
navigating the scene with panoramic camera is super funny :D
:shock: specular with fake shadow is much faster than glossy falloff karba glass :o
ciao beppe
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