Version 4 - XB2 (Test release1)

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coilbook
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aoktar wrote:
coilbook wrote:has anyone tried to render animation and see if processing geometry is still slow each frame like in octane 3? Thanks
Much faster!
Thanks
coilbook
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rleuchovius wrote:Thanks Aoktar, looks awesome!

My scene translation went from 103 seconds to 43 seconds. That will be a lot of saved time in testing and rendering!

Nice. Hopefully in the future it will be almost realtime like they promised
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raulofs
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Hi, aoktar

the plugin XB2 doesn't have denoiser support in individual passes example, light pass or diffuse and reflection?

Outstanding work!
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aoktar
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coilbook wrote:
rleuchovius wrote:Thanks Aoktar, looks awesome!

My scene translation went from 103 seconds to 43 seconds. That will be a lot of saved time in testing and rendering!

Nice. Hopefully in the future it will be almost realtime like they promised
Partially wrong misleading. Just try without any materials for seeing the geometry performance difference. And It will consist from two phases. Mesh creation from plugin and Octane processing for meshes. First phase still same, second was accelerated.
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Goldorak
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aoktar wrote:
coilbook wrote:
rleuchovius wrote:Thanks Aoktar, looks awesome!

My scene translation went from 103 seconds to 43 seconds. That will be a lot of saved time in testing and rendering!

Nice. Hopefully in the future it will be almost realtime like they promised
Partially wrong misleading. Just try without any materials for seeing the geometry performance difference. And It will consist from two phases. Mesh creation from plugin and Octane processing for meshes. First phase still same, second was accelerated.
Ahmet is correct - Brigade speed in V4 is maximally limited by to the host application's ability to feed the engine new data, and also includes any time taken to generate or load meshes in the host app before sending it to the engine (the engine's ability to load this data is 10x faster). Once loaded, moving objects should be order's of magnitude faster than V3 with big mesh scenes for example. We're working on some game engine like demos (e.g. Unity or UE4) to show off V4 speed along the lines of our old Brigade demos.
BCres
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May be too soon for this...but is there a time frame for full release of V4 and any idea of the upgrade costs to version 3 owners?

Thanks.
Tag12345
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Still waiting for more stability with v4.


Seems like people are correct with it being faster and more robust with things like cleanup,etc


Though, it seems geometry and crashing with large scenes is still a struggle.

Octane can handle 12M polys fine, but cant do 30m (2 characters in a scene)

Image

Image

idk if its a c4d thing, but I know in standard and in viewport its hella smooth, octane just freezes up whether using OoC or non-OoC settings


I run 3 GTX 1080Tis , using a 1050ti to run my 3 monitors. The scene probably takes up 6-7g in vram last I checked, though OOC should work for it.
Never had luck with this with 3.08 either so Im wondering if thats something being worked on with v4 for geometry and Larger scenes
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mykola1985
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any ETA on 3ds max plugin release date?
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dinf
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mykola1985 wrote:any ETA on 3ds max plugin release date?
In C4D section?
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lassinger
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aoktar wrote:
MrDavids wrote:Why does my HDRI disappear and turn black when i view the AI Denoised result? Please see attached.
Not sure! This kinda behaviors are on core level. Possibly due being a render pass.
...i have the same problem...
hdri is not visible in liveviewer under ai denoised-result.

and..:
if i render the image out, the denoised image has a different colour-/lightfeeling than the image without denoising. and in the rendered denoise-image the hdri is missed too...
Example-Denoising.jpg
and an example from an animation..:
the denoised version (right) has some shiny springy plotches...
Example02-Denoising.jpg
Last edited by lassinger on Wed May 23, 2018 4:15 pm, edited 2 times in total.
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