OctaneRender® 1.025 beta2.57 release [obsolete]

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PeterCGS
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I think Radiance said that they worked on a "Fur" solution.. That would include hair, and that would make Octane dangerous ;)

I wonder how 2.6 is coming along.. I thought they said that it was pretty close, but then they went into stealth mode again. And that usually means that they are working on alot of small cool features besides the obivous ones..

Its a real struggle waiting for the other apps to get the Octane integration love that Max has aswell...
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gabrielefx
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PeterCGS wrote:I think Radiance said that they worked on a "Fur" solution.. That would include hair, and that would make Octane dangerous ;)

I wonder how 2.6 is coming along.. I thought they said that it was pretty close, but then they went into stealth mode again. And that usually means that they are working on alot of small cool features besides the obivous ones..

Its a real struggle waiting for the other apps to get the Octane integration love that Max has aswell...
with the implementation of instances furs will be to possible to render within the use of the host apps: Max, Maya, etc.
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jamnique
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face wrote:Instances would be good for grass, trees or crowds, where you can have 5 or more different geometries which you can mix.

For hair you need a little bit more, you must know the hair bending, so that you can select the right one from a pool of geometries.
You can read the generated splines and calculate the bending between the first, middle and last point. You will also become the orientation.
With this it should be possible to mix hair from a geometry pool.
But this is nothing to make in 10minutes ;)

The best option is that Octane can render splines...

face
If Octane supported splines, would that mean much much faster exports of XSI strands? Right now many polygons are needed for that.
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face
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A spline and a strand is the same.
The problem is to deform the instance geometry along the strand/spline.
The strand has less points as a geometry, so the export is faster.
And the geometry must only one time exported and should then deformed on the gpu, also faster.
The resulting polygon count on the gpu will be the same...

face
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jamnique
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face wrote:A spline and a strand is the same.
The problem is to deform the instance geometry along the strand/spline.
The strand has less points as a geometry, so the export is faster.
And the geometry must only one time exported and should then deformed on the gpu, also faster.
The resulting polygon count on the gpu will be the same...

face
That's what i thought. Polygon count isn't such a big problem except for export/import. Combined with instancing this would be a great solution for hair.
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Garrick
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Thanks for your informative answers Face.

Question, would this save a little or a lot of Vram in using splines instead of importing millions of polys for your mesh hairs/fur?

Btw, here is a link to that developer doing those spline plug-ins http://www.mariussilaghi.com/fibermeshs ... nalone.htm
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face
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The problem is the range of possible splines. With a 3point spline you can blend between some shapes which you can use for instances.
If your spline have 4, 5 or more points, it´s nearly impossible to handle it. The range of possible forms is to big.
So every deformed shape will be unique and this will increase the polycount.
The resulting mesh will also use the same amount of vram.

Instances are good for things which aren´t deformed, which can be placed with one position and not realy need a spline.
Short fur, a stonewall or rocky desert, Legos, trees, grass, particles or an alphabet soup would be good.
Things where you mix some shapes and it looks nice ;)

face
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MattRM
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Hello Guys,

Woaaw, passes are here... fur/instances will be coming... great news, the sound for other software editor to be carefull... Great news !!!
Just a little question, plugins for maya and blender (like max), will be done by Refractive software (Blender take more place in studio than before, including in commercial) ?

Just GREAT JOB !!!

Matthieu

ps : I'm working with renderman compliant in production at this time and I saw Octane will support RIB ? is it still fixed schedule ?
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face
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Octane should support rib...but not at this stage.
The other plugins will be developed by 3th partys...

face
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matej
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I'm trying to start render from the console, but it won't work. After it opens Octane, loads textures & voxelizes the mesh, it just says that "node '/tmp/test1.obj' is no mesh node". Everything works fine if I open the scene manually and render it.

The command used is:

Code: Select all

octane -e -q -m /tmp/test1.obj -s 128 -o /tmp/test1.png /tmp/test1.ocs
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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