I am currently investigating using network render and I have a few questions regarding out of core textures, I mainly do still images (Arch Vis) and want to know if the Master and slave work together to render 1 image (i.e. will the power of both systems combine to render each image) and will there be any issues if the slave (2x590) has to do out of core textures but the master (6xTitan) can hold everything in Vram?
Nuge
OctaneRender™ Standalone 2.21.1
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Yes, they do.Nuge wrote:I am currently investigating using network render and I have a few questions regarding out of core textures, I mainly do still images (Arch Vis) and want to know if the Master and slave work together to render 1 image (i.e. will the power of both systems combine to render each image)
It should work, since the decision which textures should be kept on the host is done per GPU. You can configure the out-of-core settings during the installation of the slave daemon.... and will there be any issues if the slave (2x590) has to do out of core textures but the master (6xTitan) can hold everything in Vram?
Nuge
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
i agree with inlifethrill.10. Light linking + the ability to turn on or off object cast or received shadows. I realize this is against the "physically correct" nature of Octane but even in real world light is intentionally altered one way or another for artistic or whatever purposes.
also for physically correct rendering the option of "visible for" is very important. and i would also add "seen by refraction / reflection" to the list. is this possible? anybody else voting for this? the pysical correct nature of octane is absolutely great, yet we are still rendering and have the need for common render-options.
keep up the great work!
br.
mo
Can we PLEASE get two sky color options. One for actual sky color and the other one controls environment color from the sky.
We only use AO for rendering and if we make sky nice and blue looking (for cartoons) then our environment looks so blue. But to make our environment look less blue and match diffuse quality we have to make sky color almost white and it looks like it is a cloudy day outside. Thank you
(We do not use white balance)
We only use AO for rendering and if we make sky nice and blue looking (for cartoons) then our environment looks so blue. But to make our environment look less blue and match diffuse quality we have to make sky color almost white and it looks like it is a cloudy day outside. Thank you
(We do not use white balance)
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
I agree Coilbook, but have you played with the response curves? Makes a big difference with the 'blues' issue. I think it's one of the most under-utilized Octane features.coilbook wrote:Can we PLEASE get two sky color options. One for actual sky color and the other one controls environment color from the sky.
We only use AO for rendering and if we make sky nice and blue looking (for cartoons) then our environment looks so blue. But to make our environment look less blue and match diffuse quality we have to make sky color almost white and it looks like it is a cloudy day outside. Thank you
(We do not use white balance)
Best,
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
Thank you for your reply. We only use 3ds max octane I only see response presets like futura 100cd futura 200cd etc ThanksSeekerfinder wrote:I agree Coilbook, but have you played with the response curves? Makes a big difference with the 'blues' issue. I think it's one of the most under-utilized Octane features.coilbook wrote:Can we PLEASE get two sky color options. One for actual sky color and the other one controls environment color from the sky.
We only use AO for rendering and if we make sky nice and blue looking (for cartoons) then our environment looks so blue. But to make our environment look less blue and match diffuse quality we have to make sky color almost white and it looks like it is a cloudy day outside. Thank you
(We do not use white balance)
Best,
Seeker
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Yes, those are the ones - http://micro.magnet.fsu.edu/primer/phot ... osure.htmlcoilbook wrote:Thank you for your reply. We only use 3ds max octane I only see response presets like futura 100cd futura 200cd etc ThanksSeekerfinder wrote:I agree Coilbook, but have you played with the response curves? Makes a big difference with the 'blues' issue. I think it's one of the most under-utilized Octane features.coilbook wrote:Can we PLEASE get two sky color options. One for actual sky color and the other one controls environment color from the sky.
We only use AO for rendering and if we make sky nice and blue looking (for cartoons) then our environment looks so blue. But to make our environment look less blue and match diffuse quality we have to make sky color almost white and it looks like it is a cloudy day outside. Thank you
(We do not use white balance)
Best,
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
Best,
Seeker[/quote]
Thank you for your reply. We only use 3ds max octane I only see response presets like futura 100cd futura 200cd etc Thanks[/quote]
Yes, those are the ones - http://micro.magnet.fsu.edu/primer/phot ... osure.html[/quote]
Thank you! A lot to learn
Seeker[/quote]
Thank you for your reply. We only use 3ds max octane I only see response presets like futura 100cd futura 200cd etc Thanks[/quote]
Yes, those are the ones - http://micro.magnet.fsu.edu/primer/phot ... osure.html[/quote]
Thank you! A lot to learn
- Elvissuperstar007
- Posts: 2506
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- Contact:
add aperture in orbx !! impossible to work, some nerves ((
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- fatrobotsneedlove
- Posts: 161
- Joined: Sun Sep 21, 2014 7:06 am
This would be really helpful. Scratched painted metals take seven textures in two materials (diffuse/rough/bump for paint, mask for mix material, spec/rough/bump for metal) when they could just take five in a single material (diffuse/spec/rough/bump and a scalar IOR).inlifethrill wrote: 2. Materials - I find it rather limitting that the index channel is only controled by a float value - no mapping via texture? or ultimately by a custom spline curve?
Ptex would be great for efficiency as well since there is no wasted texture space like with UV's.
4x 2080ti hybrids, 4x 980ti Hyrbids. C4D, Houdini.