Would it be possible to have some global control of the displacement subdivisions.
Why? Let's say I had 10 materials all set with different values between 3 and 6, and I wanted to turn them all down to 0 quickly, I'd need to adjust each material.
If we had a global (kernel?) multiplier, I could just set that to 0 for "preview" purposes, so the scene would be fast to work with, then set it back to 1 when I wanted to render final HQ displacement.
OctaneRender™ 2019.1 XB1
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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 found some strange differences between 2018 and 2019.1 renders. Light sources now visible in medium in 2019.
https://drive.google.com/open?id=1O8OIJ ... 7j3YiowMgm
https://drive.google.com/open?id=1O8OIJ ... 7j3YiowMgm
Hi,divasoft wrote: Another try. I use bokeh texture and get this result. Can you tell me how to use it right?
You need to set the aperture texture Projection to "OSL delayed UV" (at the low level the camera is implemented in OSL). This will allow the camera to sample the texture correctly. It should be a black and white mask where any non-black pixel is interpreted as the aperture opening. Note that at the moment it will reduce the overall amount of light hitting the sensor so you will need to compensate somehow. This limitation will be removed in a future version.
Using "OSL delayed UV" is not necessary for the distortion texture.
Oh, yes, it works. In addition, focus peaking not work in universal camera. I click on disp mesh and nothing happens.jobigoud wrote:Hi,divasoft wrote: Another try. I use bokeh texture and get this result. Can you tell me how to use it right?
You need to set the aperture texture Projection to "OSL delayed UV" (at the low level the camera is implemented in OSL). This will allow the camera to sample the texture correctly. It should be a black and white mask where any non-black pixel is interpreted as the aperture opening. Note that at the moment it will reduce the overall amount of light hitting the sensor so you will need to compensate somehow. This limitation will be removed in a future version.
Using "OSL delayed UV" is not necessary for the distortion texture.
It means that bokeh texture can be grayscale only in this build?jobigoud wrote:It should be a black and white mask where any non-black pixel is interpreted as the aperture opening. Note that at the moment it will reduce the overall amount of light hitting the sensor so you will need to compensate somehow.divasoft wrote: Another try. I use bokeh texture and get this result. Can you tell me how to use it right?
Using "OSL delayed UV" is not necessary for the distortion texture.
- dermotfaloon
- Posts: 30
- Joined: Wed Feb 17, 2016 11:49 am
I have made my own - just make a tiny cutout on a plane in front of the camera - worked fine. Just like a regular DSLR hack.rohandalvi wrote:A couple of tests with the new camera. Love the bokeh.
And since I'm very shamelessly asking for stuff, can we have custom bokeh shapes. Pleeeaaaseeee
regards
Rohan
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
+1!funk wrote:Would it be possible to have some global control of the displacement subdivisions.
Why? Let's say I had 10 materials all set with different values between 3 and 6, and I wanted to turn them all down to 0 quickly, I'd need to adjust each material.
If we had a global (kernel?) multiplier, I could just set that to 0 for "preview" purposes, so the scene would be fast to work with, then set it back to 1 when I wanted to render final HQ displacement.
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
Seekerfinder wrote:+1!funk wrote:Would it be possible to have some global control of the displacement subdivisions.
Why? Let's say I had 10 materials all set with different values between 3 and 6, and I wanted to turn them all down to 0 quickly, I'd need to adjust each material.
If we had a global (kernel?) multiplier, I could just set that to 0 for "preview" purposes, so the scene would be fast to work with, then set it back to 1 when I wanted to render final HQ displacement.
+1
Kind of like AI lights maybe, even with an ID.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise
You can use the aperture texture. Create a black and white mask of the shape of the aperture, where white is passthrough and black opaque, and set it as the aperture texture. Think of it as a cardboard cutout you would place in front of the lens. The bokeh will take that same shape. Use projection mode "OSL delayed UV" on the texture.rohandalvi wrote: And since I'm very shamelessly asking for stuff, can we have custom bokeh shapes. Pleeeaaaseeee![]()