OctaneRender™ Standalone 3.00 alpha 1

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haze
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FrankPooleFloating wrote:Anyone else getting some strangeness when two VDBs are plugged into geo group (and not even necessarily occupying the same space)?

I have a simple scene with ground, explosion.vdb (scaled down to campfire size) and smoke2.vdb... geo group > placements > vdbs.. if I have just the explosion (campfire), it is sitting in middle of frame. If I plug smoke into group, campfire moves back and to the left (not sure x,z at the moment), like a couple feet and gets squooshed some horizontally... weird.
Thanks for the report, I will be looking at this shortly.
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glimpse
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miko3d wrote:really liking the shading and playing with the phase....cant wait for those ramp controls.
Octane3CloudRender.jpg
Miko, how??? =) I mean where from You got this beauty? Any tips how to simulate those??? =)
miko3d
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haze wrote:
miko3d wrote:really liking the shading and playing with the phase....cant wait for those ramp controls.

Is there any plans to support Mblur for volumes (via a 3 "vel" volumes for example)?how will this affect memory?Thanks again guys.
Hi Miko, very nice renders. Yes we will support motion blur for volumes in two different simultaneous ways. First, the typical motion blur you see with animated mesh geometry, and second with the render time advection "vel" grids. The latter will most likely come first.

For a typical fire VDB, you've got a density grid and a temperature grid. These are independent floating point grids, and share a very similar topology. We merge and load these into a single hierarchical grid to conserve as much space as we can. If you add motion blur from these 3 separate velocity grids, then each voxel will go from storing 2 floats to 5 floats, more than doubling the memory usage. Nonetheless we will be implementing this, but if you don't use motion blur, then it won't affect your memory usage (ie. we don't load data onto gpus that isn't used).
Really cool,I would like to push the voxel number and see how far we can go, but so far memory footprint for this volumes test gives me good feelings.
Zay
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Could you please update OpenSubDiv so we don't have to look at these spikes again when subdividing objects? Pixar have fixed this.
spike.jpg
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oguzbir
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Loving it.
Looking forward to test this beast with FumeFX. max or maya
I hope it doesn't last too long to supply FumeFX licence to Jimstar
cloud-test.png
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miko3d
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glimpse wrote:
miko3d wrote:really liking the shading and playing with the phase....cant wait for those ramp controls.
The attachment Octane3CloudRender.jpg is no longer available
Miko, how??? =) I mean where from You got this beauty? Any tips how to simulate those??? =)
Hey Glimpse,

i have done very little to be honest, Houdini has some great explosion templates I just tweaked a bit the emission, crank the resolution,simulate and export the density and temperature as VDB and the rest is done from Octane shader, both tests use the same cache,.

This is the setup in octane, please don't take the values too seriously,
but as a rule of thumb:
Thick black Smoke:high absorption,negative scattering direction and big scales
thickSmoke.png
Cloudy or steamy volumes: the key is the balance between positive scattering direction and scale.
Steamcloud.png


Finally dont forget to reduce the volume steps in the kernel or you may miss some detail, be careful as it will slow A LOT the renders (its normal), try find a good balance between detail and speed for the camera position

I Hope it helps,
Cheers,

Mikel.
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haze
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miko3d wrote:Really cool,I would like to push the voxel number and see how far we can go, but so far memory footprint for this volumes test gives me good feelings.
At the moment the VDB importer's memory footprint for single-channel volumes is sky high, so unless you have a huge amount of memory, you won't be able to load the space.vdb sample from openvdb.org until the next release.

However, to give you an idea, the space.vdb sample has 6918 gigavoxels (around 7 billion) which occupies 437MB on disk, 1.768GB in system memory, 27 Terabytes in dense format (without a special datastructure) and only 1.5GB on GPU in Octane. You can also endlessely instance volumes (as long as you don't overlap more than 4 at a time).
miko3d
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haze wrote:
miko3d wrote:Really cool,I would like to push the voxel number and see how far we can go, but so far memory footprint for this volumes test gives me good feelings.
At the moment the VDB importer's memory footprint for single-channel volumes is sky high, so unless you have a huge amount of memory, you won't be able to load the space.vdb sample from openvdb.org until the next release.

However, to give you an idea, the space.vdb sample has 6918 gigavoxels (around 7 billion) which occupies 437MB on disk, 1.768GB in system memory, 27 Terabytes in dense format (without a special datastructure) and only 1.5GB on GPU in Octane. You can also endlessely instance volumes (as long as you don't overlap more than 4 at a time).

6918 gigavoxels in 1.5GB :o damm got to love VDB!

the test i have done are around 550mb memory footprint , pretty sweet
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glimpse
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Thanks for explanation Mikel!
prehabitat
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haze wrote: You can also endlessely instance volumes (as long as you don't overlap more than 4 at a time).
you can even make them into the shape of the octane logo eh Haze? ;)
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