OctaneRender™ for LightWave™ 2.0 preview
Moderator: juanjgon
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
I'm not sure why that would be a feature of a renderer.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
Great stuff with instancing Juanjo . Will it be possible to move instances or update them without updating the whole scene ?
If I have a tree with displacement mapping can I instance this tree so that instances have displacement mapping too ?
If I have a tree with displacement mapping can I instance this tree so that instances have displacement mapping too ?
19 x NVIDIA GTX http://www.borisgoreta.com
juanjgon wrote:Yes, you don't need a subpatch object and memory hit is really lowFrankPooleFloating wrote:Holy shit!.. You have to be effing kidding me!... Juanjo, we do not need to have subpatch at all? This all happens in GPU with little memory hit?
*mind races with possibilities*
-Juanjo
A dream come true, something I've been waiting for a long time.
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
My god.. another of my prayers answered. I dearly miss this since switching to GPU rendering.juanjgon wrote:New feature: The Random Color Texture node. This node creates some random float values between 0 and 1, that are constant, but different for instances of the same mesh, so you can use it to apply random colors, textures or materials to the instances.
-Juanjo
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
Bows down to the mighty Juanjo.. that's 3 for 3! Cant wait for the 2.0 update so far every feature mentioned is a much needed one.juanjgon wrote:New 2.0 feature: Ambien Occlusion channel in the Infochennel kernel.
-Juanjo
One request though...(since your already kicking goals)
...easy way to produce isolation masks, which would basically look like an alpha channel render (black and white) except to isolate objects and surfaces.
Dino Inglese
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
CG Artist
Melbourne Australia
Intel Core i7-4820K, 3x GTX 980ti
Windows 7 64bit, Modo 12.2v2 for PC
Octane build 4.04.0.145
New 2.0 plugin instancing architecture: Real time dynamic instancing update in the IPR window and instancing transformations update while rendering sequences without reload scene.
[vimeo]http://www.vimeo.com/92498446[/vimeo]
-Juanjo
[vimeo]http://www.vimeo.com/92498446[/vimeo]
-Juanjo
I'd love it if occlusion supported basic surface transparency (i.e glass) so you can see the the occlusion on the other side (or within) a glass surface. Usually it just renders as a solid flat white surface.MrFurious wrote:Would occlusion support opacity maps, bumps & normals?
I'd also love it if someday octane recognized emitting surfaces while doing the AO pass. So lets say you had a surface with deep indents (like 1cm holes x 4cm deep) and there was a light at the bottom of the hole. Right now AO will render that hole pretty much black solid. So when you overlay the AO it totally blocks the light out. Then you have to photoshop it out. It should render the light as white.
CPU: Intel I9-14900KF | Mobo: Asrock Z790 Tachi | Ram: 128gb | Storage: 64tb | GPU: 2x Asus ROG Strix - RTX3090 24gb