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Re: Version 3.08-test6 (TEST VERSION)

Posted: Thu Dec 07, 2017 8:43 pm
by aoktar
imcalledandy wrote:Me too! Any idea when a stable build will be available for us subscribers?
When we're out of test phase. Hard to give timeline.

Re: Version 3.08-test6 (TEST VERSION)

Posted: Thu Dec 07, 2017 8:50 pm
by Refracty
divasoft wrote:Hi Aoktar. Maybe i do something wrong? I can see alpha in Octane render view, but in Render View not.
I have the sam question running 3.07 on R 19 Win.
Alpha in C4D as well as Octane Render Settings is checked.

Re: Version 3.08-test6 (TEST VERSION)

Posted: Thu Dec 07, 2017 10:04 pm
by aoktar
Refracty wrote:
divasoft wrote:Hi Aoktar. Maybe i do something wrong? I can see alpha in Octane render view, but in Render View not.
I have the sam question running 3.07 on R 19 Win.
Alpha in C4D as well as Octane Render Settings is checked.
Do we have visible alpha with another renderers? See picture. Picture viewer is not showing the alpha as you can see, isn't? So you should check saved images in another software.

Re: Version 3.08-test6 (TEST VERSION)

Posted: Thu Dec 07, 2017 10:20 pm
by Kretschi
Tag12345 wrote: Fog is another thing that is only in the Environment tag. Its a global parameter. If we want a light to look a certain way in fog we have to work extra hard to change everything to get that to work, when other Renderers such as Arnold already have a Global fog and a Individualized Light/volume parameter to edit a light's volume in such fog.

3. Fog/Volume Rework (Allow us to select fog paremters in the Settings, Just 1 global Param and indiv light params. Adjust volumetrics of each light. Arnold did this years ago. And Im sure Redshift is as well...

Lets make Octane better.

Yes! Now it is really hard/impossible to get a little fog/haze in you scene...
Haze for outdoor scenes could be fake (and not physical correct) but simple to set up and fast to render...?

Re: Version 3.08-test6 (TEST VERSION)

Posted: Fri Dec 08, 2017 1:11 am
by mikeadamwood
aoktar wrote:
thanulee wrote:No subscription build yet? ty
Subscription builds will be available only with stable releases anymore. Thanks!
eyedesyn wrote:No subscription love for test versions? Mannn....really wanted to get on that Toon Shader early!

No subscription build is a massive kick in the face for monthly paying customers, you essentially make more money off of us as we continue paying after you break even. Yet we aren't aloud to be involved in betas?

We already get punished by not being able to use more than 2 cards so this is now even more unfair.

Re: Version 3.08-test6 (TEST VERSION)

Posted: Fri Dec 08, 2017 7:05 am
by Goldorak
Test releases aren’t for production, we’re using these releases to help quickly iron out bugs so all uses get a stable release ASAP this month. You will soon have a new subscription option for up to 20 GPUs.

Re: Version 3.08-test6 (TEST VERSION)

Posted: Fri Dec 08, 2017 7:42 am
by Tag12345
rodross wrote:
Tag12345 wrote:My thing is that you should have to do a pass to get AO.

And from my knowledge its only a pass, but its not something that u can get in the render as is, no passes,etc.
But to my knowledge, AO is an approximation to simulate GI. If you have GI, you don't really need AO because GI is being more accurately simulated in an unbiased renderer. I assume this is why AO distance slider works in the DL kernel when GI_Mode set to AO, and it doesn't work when set to GI_Diffuse, because you don't need AO to fake the GI proximity effect, GI creates the effect more accurately.

Can you show me an example of what you mean?

I have for the longest time been using the Dirt shader for AO. Now if Octane has AO built in, thats probably news to me -- Though not through Layers -- thats not what im going for.

But if there is a way to render with AO without using the Dirt shader, im all ears for learning something new!

Re: Version 3.08-test6 (TEST VERSION)

Posted: Fri Dec 08, 2017 7:46 am
by Tag12345
Kretschi wrote:
Tag12345 wrote: Fog is another thing that is only in the Environment tag. Its a global parameter. If we want a light to look a certain way in fog we have to work extra hard to change everything to get that to work, when other Renderers such as Arnold already have a Global fog and a Individualized Light/volume parameter to edit a light's volume in such fog.

3. Fog/Volume Rework (Allow us to select fog paremters in the Settings, Just 1 global Param and indiv light params. Adjust volumetrics of each light. Arnold did this years ago. And Im sure Redshift is as well...

Lets make Octane better.

Yes! Now it is really hard/impossible to get a little fog/haze in you scene...
Haze for outdoor scenes could be fake (and not physical correct) but simple to set up and fast to render...?

Just to add to this. Yeah Ive figured out how to use Fog abit better when It comes to stills. But for animation its way harder since you cant control much switching scenes and since the fog is very global and your lights have to be exact in order to get the right look. Having control over how your lights look in fog (using volume parameters) would help for the simple stuff thats complex to do now

Re: Version 3.08-test6 (TEST VERSION)

Posted: Fri Dec 08, 2017 8:44 am
by Refracty
Sure, but the problem that I have is the shadow color.
Any ideas?

viewtopic.php?f=85&t=63700&start=130#p327922
aoktar wrote:
Refracty wrote:
divasoft wrote:Hi Aoktar. Maybe i do something wrong? I can see alpha in Octane render view, but in Render View not.
I have the sam question running 3.07 on R 19 Win.
Alpha in C4D as well as Octane Render Settings is checked.
Do we have visible alpha with another renderers? See picture. Picture viewer is not showing the alpha as you can see, isn't? So you should check saved images in another software.

Re: Version 3.08-test6.1 (TEST VERSION) updated on 8.12.2017

Posted: Fri Dec 08, 2017 2:36 pm
by aoktar
Hi,
I've updated builds as 3.08-test6.1. There's some fixes mostly for uber material and osl interface.