Greatabstrax wrote:Yes, we do, but that will require a fairly different approach which is on our roadmap.
OctaneRender™ 4 RC 5
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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.
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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"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
- FrankPooleFloating

- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Marcus, although I did not explicitly ask a question on page 3, I was hoping for a response. I'd really, really love to know where the Octane glTF 2.0 Exporter stands. I thought this was coming months ago. Substance Painter has it...
[1] Can you give any kind of ETA?
[2] Will it have all the gltf/glb bells and whistles, just like Substance Painter gltf/glb exporter has?
[1] Can you give any kind of ETA?
[2] Will it have all the gltf/glb bells and whistles, just like Substance Painter gltf/glb exporter has?
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Sorry, but I don't know the answers to your questions. It's not on the very near term roadmap. We are currently working on material support for FBX. After that we may look into glTF 2.0, but I can't say when exactly that will be.FrankPooleFloating wrote:Marcus, although I did not explicitly ask a question on page 3, I was hoping for a response. I'd really, really love to know where the Octane glTF 2.0 Exporter stands. I thought this was coming months ago. Substance Painter has it...
[1] Can you give any kind of ETA?
[2] Will it have all the gltf/glb bells and whistles, just like Substance Painter gltf/glb exporter has?
The importing side should be straight forward to do, but the export is tricky since a lot of things can't be mapped directly into glTF and requires to use some extensions, which will make exports useless for other applications than Octane.
But that's all I can say for the moment.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- FrankPooleFloating

- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
Ouch. That truly sucks. Baking in Octane and then passing through Painter or Blender to final glb does add steps/time. But it's what I/we will do, I suppose, until Octane catches up with others that are fully embracing the magnificent, wondrous, kick-ass glTF 2.0 format. I still can't get over there aren't more WebGL folk around these parts... Very strange... 
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M...Ma....Ma....Mat.....Ma....
Material....
Material support....
for FBX?
For FBX!!!!!??????

Material....
Material support....
for FBX?
For FBX!!!!!??????
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Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Yes, but that's currently work in progress. I'm not sure how well the export/import will work in the end, but we are trying at least.Notiusweb wrote:M...Ma....Ma....Mat.....Ma....
Material....
Material support....
for FBX?
For FBX!!!!!??????
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In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- FrankPooleFloating

- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
FBX is so 2010... Could I interest you guys in some of my DVDs?.. my old Blackberry?
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No thanks, I still have my old Nokia ...FrankPooleFloating wrote:FBX is so 2010... Could I interest you guys in some of my DVDs?.. my old Blackberry?
(in the cupboard)
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Hi,
Recently I discovered a weird issue with RC5. I first experienced this with the RC5 Lightwave plugin, and did do a test in standalone. Same issue happens.
After denoising some bright hotspots will generate a black spot . It only happens AFTER denoising, and only in the denoised beauty pass.
Kernel does not affect this, DirectLightning, PMC or pathtracing , all have this black spot after denoising.

Please let me know if you need more info.
- Hans
Recently I discovered a weird issue with RC5. I first experienced this with the RC5 Lightwave plugin, and did do a test in standalone. Same issue happens.
After denoising some bright hotspots will generate a black spot . It only happens AFTER denoising, and only in the denoised beauty pass.
Kernel does not affect this, DirectLightning, PMC or pathtracing , all have this black spot after denoising.

Please let me know if you need more info.
- Hans
Thank you for the report. It's a value overflow in the denoise filter. A fix will be in the next release, but could you send us an export of the scene so that we can make sure that it also fixes it in your case? Thank you.hkleton wrote:Hi,
Recently I discovered a weird issue with RC5. I first experienced this with the RC5 Lightwave plugin, and did do a test in standalone. Same issue happens.
After denoising some bright hotspots will generate a black spot . It only happens AFTER denoising, and only in the denoised beauty pass.
Kernel does not affect this, DirectLightning, PMC or pathtracing , all have this black spot after denoising.
Please let me know if you need more info.
- Hans
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
