This release is beyond any expectations.
A few things on the road but this is a huge step.
Thank you.
OctaneRender™ Standalone v1.01 (obsolete)
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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.
I am currently adding a cloudy sky in my city scene, and a material not casting shadow would be very useful. Currently, a sky mapped on a plane, a cylinder or a sphere blocks the lighting coming from the daylight system.
I play with the transparency of the mapped environment, but it also acts on the brightness of the scene (it darkens it a lot) and it is very difficult to equilibrate the light strength using sky transparency value, the transmission value (image usable too), sky image gamma and Daylight Environment Power.
The nice thing is that currently the clouds take advantage of the color of the sun, but this could be corrected by controling the Power value of the image with RGB sliders, or by editing the sky image itself before loading it in Octane.
To illustrate this, in the image attached, the actual average tint of the sky image (mapped onto a plane) is grey and blue, as shown on the second image made with different North offset and hour settings.
In this example, the sky is just a plane, so it is not totally blocking when the sun is in the opposite direction, but with an environment mapped onto a shere, the scene would be pitch black with no transparency. With transparency, the environment lighting passes through, but under an alpha of 0.8 (like in first image), the sky texture becomes very few visible.
I play with the transparency of the mapped environment, but it also acts on the brightness of the scene (it darkens it a lot) and it is very difficult to equilibrate the light strength using sky transparency value, the transmission value (image usable too), sky image gamma and Daylight Environment Power.
The nice thing is that currently the clouds take advantage of the color of the sun, but this could be corrected by controling the Power value of the image with RGB sliders, or by editing the sky image itself before loading it in Octane.
To illustrate this, in the image attached, the actual average tint of the sky image (mapped onto a plane) is grey and blue, as shown on the second image made with different North offset and hour settings.
In this example, the sky is just a plane, so it is not totally blocking when the sun is in the opposite direction, but with an environment mapped onto a shere, the scene would be pitch black with no transparency. With transparency, the environment lighting passes through, but under an alpha of 0.8 (like in first image), the sky texture becomes very few visible.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- JulioCayetano
- Posts: 83
- Joined: Sun Feb 19, 2012 7:36 pm
Roubal: Have you tried to create an opacity map of your cloudy sky? I mean, you could try to generate a map that will apply much less opacity to your clouds and at the same time make the rest of the sky be almost transparent. So you could illuminate your scene with the new daylight sytem, blocked by some clouds, and these clouds would throw shadows into your model at the same time.
Just an idea, I don´t know if anyone has tried it before.
Just an idea, I don´t know if anyone has tried it before.
MoBo: Gigabyte X58A-UD3R // CPU: i7-930 // RAM: Kingston 12gb DDR3 // Display GPU: GTX 480 1,5gb + Rendering only GPU: Gigabyte GTX 670 4gb.
hi, i have a scene that is waiting for the new post processing features to be finished, but the first test give me a lot of flickering:
https://vimeo.com/55680698
i love the effect of the sun but the metal... i have to investigate if the problem comes from the normal or the specular map
ciao beppe
i love the effect of the sun but the metal... i have to investigate if the problem comes from the normal or the specular map
ciao beppe
- centropolis
- Posts: 22
- Joined: Mon Jul 18, 2011 12:09 pm
wow !
very good job !!

very good job !!



Intel Core i7 / 16 Gb Ram / 2x GeForce GTX680 1536+1536 Cuda Core / Windows 7 Pro
bug report:
new matte option behaves wiered when there are mesh emitting light materials attached to obj. (semi transparent opaque matte)
new matte option behaves wiered when there are mesh emitting light materials attached to obj. (semi transparent opaque matte)
@JulioCayetano : Your indea is interesting. So far ,I have used the image of the sky for transmission, but not for opacity. I will follow your advice and try to make a more contrasted greyscale image to be used as an opacity map.
I will post the result if I get something good with this method.
Thank you !
I will post the result if I get something good with this method.
Thank you !

French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
Hi there,
I have 2 questions to ask.
White Balance: I'm struggling with the new white balance. Nice awaited feature.
Even though I normally use linear as the color response. But there are times I use the preset color curves.
Is there a way to pick color from the render buffer so it automaticly adjusts white balance?
Or do we have to do it manually?
Any help here please..
Shadow Catcher: Is it possible to catch the shadows of specular materials.
-I normally set the objects opacity to "0" and turn off the alpha shadows.
-But to have the transparent shadows of a glass object lets say. I shouldnt turn the alphashadows.
How would it be possible take the shadow of a specular material
I have 2 questions to ask.
White Balance: I'm struggling with the new white balance. Nice awaited feature.
Even though I normally use linear as the color response. But there are times I use the preset color curves.
Is there a way to pick color from the render buffer so it automaticly adjusts white balance?
Or do we have to do it manually?
Any help here please..
Shadow Catcher: Is it possible to catch the shadows of specular materials.
-I normally set the objects opacity to "0" and turn off the alpha shadows.
-But to have the transparent shadows of a glass object lets say. I shouldnt turn the alphashadows.
How would it be possible take the shadow of a specular material
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windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
What is the roughness of the material? If it is very low the light reflecting between the ridges will give a lot of noise. See if it looks better if you increase the roughness a bit.bepeg4d wrote:hi, i have a scene that is waiting for the new post processing features to be finished, but the first test give me a lot of flickering: https://vimeo.com/55680698
i love the effect of the sun but the metal... i have to investigate if the problem comes from the normal or the specular map
ciao beppe
--
Roeland
thanks roeland, i will try it tomorrow 
ciao beppe

ciao beppe