Page 1 of 2

some questin about future

Posted: Tue May 04, 2010 11:13 pm
by ekanS
I have a few questions:
- with the rib import (in 1.03 beta?) will octane understand TCL scripts? (Like RIB-BOX in new renderman for maya 3)
- will octane render (and save) multiple passes - like caustic, shadow, reflection, refraction - in separate files, or multi layered image file, like EXR or PSD?

sorry if my english is too bad ;)

ekanS

Re: some questin about future

Posted: Wed May 05, 2010 8:50 am
by radiance
ekanS wrote:I have a few questions:
- with the rib import (in 1.03 beta?) will octane understand TCL scripts? (Like RIB-BOX in new renderman for maya 3)
- will octane render (and save) multiple passes - like caustic, shadow, reflection, refraction - in separate files, or multi layered image file, like EXR or PSD?

sorry if my english is too bad ;)

ekanS
Hi, no not initially, and we probably won't be able to render all those passes before GPU'S are available with a lot of memory to keep all those in memory while rendering. I think in version 2.0 we will work on these areas, by then you will be able to get , although expensive, fermi GPUs with lots more memory.

Radiance

Re: some questin about future

Posted: Wed May 05, 2010 12:43 pm
by redmotion
radiance, I'm curious that if its possible to tweak individual settings on shaders such as the specular strength/textures/for example, why it would not be easier just to separate this information into channels (and render each channel to a separate file). So like the clay rendering button at the top - but say, for specular - couldn't you just have everything switch off except the specular component? I can kind of do this already by just setting diffuse to black.

Re: some questin about future

Posted: Wed May 05, 2010 2:25 pm
by radiance
redmotion wrote:radiance, I'm curious that if its possible to tweak individual settings on shaders such as the specular strength/textures/for example, why it would not be easier just to separate this information into channels (and render each channel to a separate file). So like the clay rendering button at the top - but say, for specular - couldn't you just have everything switch off except the specular component? I can kind of do this already by just setting diffuse to black.
If you would have to render these all separately it will take you a lot of time,
because you need to compute the whole render just to get accurate parts of it.

We will look for a solution to the channel output in the near future,
but i'm hoping quadro GPUs with fermi chips and 6GB ram etc will be of help here in the near future.

Radiance

Re: some questin about future

Posted: Wed May 05, 2010 6:26 pm
by kubo
radiance wrote:but i'm hoping quadro GPUs with fermi chips and 6GB ram etc will be of help here in the near future.
I'l have to ask for a second mortage on my house just to be able to pay for these.... lol I you put 4 wheels on top I could drive to work on it, and then maybe sell my car to pay at least one of those.... :lol:

Re: some questin about future

Posted: Wed May 05, 2010 10:50 pm
by ekanS
I'm think the pass requires only remains two times more memory, but lot of rendering time. I think it becouse I found this expression in renderman DOCS:

result = SpecularDirect - SpecularDirectShadow + SpecularIndirect +
SpecularEnvironment + Ambient +
DiffuseDirect + Translucence - DiffuseDirectShadow +
DiffuseIndirect + DiffuseEnvironment + Backscattering +
Subsurface + Rim + Refraction + Incandescence

As I see, you need one piece of memory for the current pass, and a equal piece for the step-by-step incremented result.

And I'm think not every pass needs raytracing, but maybe I'm wrong.

ekanS

Re: some questin about future

Posted: Thu May 06, 2010 8:34 am
by radiance
ekanS wrote:I'm think the pass requires only remains two times more memory, but lot of rendering time. I think it becouse I found this expression in renderman DOCS:

result = SpecularDirect - SpecularDirectShadow + SpecularIndirect +
SpecularEnvironment + Ambient +
DiffuseDirect + Translucence - DiffuseDirectShadow +
DiffuseIndirect + DiffuseEnvironment + Backscattering +
Subsurface + Rim + Refraction + Incandescence

As I see, you need one piece of memory for the current pass, and a equal piece for the step-by-step incremented result.

And I'm think not every pass needs raytracing, but maybe I'm wrong.

ekanS
every pass needs raytracing in a physically based raytracer, we don't implement reyes rendering...
trust me, it's not as easy as this.

Radiance

Re: some questin about future

Posted: Thu May 06, 2010 8:54 am
by ekanS
OK, ok..
I'm just a compositor, not a programmer :)

Re: some questin about future

Posted: Thu May 06, 2010 11:35 am
by Hawker
... so it's not a real multi passe engine yet :cry: :cry: :cry: :cry:

Re: some questin about future

Posted: Thu May 06, 2010 12:39 pm
by zemmuonne
Hawker wrote:... so it's not a real multi passe engine yet :cry: :cry: :cry: :cry:
Don't think there are pathtracers out there with render passes support, or if tere is is minimal.