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Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Sun Apr 20, 2014 8:34 am
by gordonrobb
I'm not sure why that would be a feature of a renderer.

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Sun Apr 20, 2014 10:54 am
by BorisGoreta
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 ?

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Sun Apr 20, 2014 12:04 pm
by MrFurious
juanjgon wrote:
FrankPooleFloating 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*
Yes, you don't need a subpatch object and memory hit is really low ;)

-Juanjo

A dream come true, something I've been waiting for a long time.

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Sun Apr 20, 2014 12:07 pm
by MrFurious
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
My god.. another of my prayers answered. I dearly miss this since switching to GPU rendering.

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Sun Apr 20, 2014 12:11 pm
by MrFurious
juanjgon wrote:New 2.0 feature: Ambien Occlusion channel in the Infochennel kernel.

-Juanjo
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.

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.

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Sun Apr 20, 2014 12:53 pm
by vipvip
all those features seem to be awesome...

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Sun Apr 20, 2014 1:01 pm
by MrFurious
Would occlusion support opacity maps, bumps & normals?

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Sun Apr 20, 2014 1:28 pm
by geo_n
Excellent! Now how about early buyers promo! :mrgreen:

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Mon Apr 21, 2014 9:30 am
by juanjgon
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

Re: OctaneRender™ for LightWave™ 2.0 preview

Posted: Mon Apr 21, 2014 4:10 pm
by Rob49152
MrFurious wrote:Would occlusion support opacity maps, bumps & normals?
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.

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.