subsurface scattering

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n.drew
Licensed Customer
Posts: 6
Joined: Sun May 16, 2010 2:41 pm

howdy,

hey im new here and i want to give you some credits. this piece of software is mindblowing. i have seen many things in 3d but this is totally awesome... so enough fanboy-gibberish :D im gonna buy it but i wanna now if you going to implement an sss material/effect? sorry if this has already been asked.

greets
n.drew
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

volumetrics and SSS is planned for v2.0, which should be here in a few months.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
n.drew
Licensed Customer
Posts: 6
Joined: Sun May 16, 2010 2:41 pm

sounds to good to be true :D
everything is wonderful.... thanks for the info.
valentine
Licensed Customer
Posts: 10
Joined: Sat May 15, 2010 12:02 pm

@radiance: do u mean beta 2.0 or final 2.0? are there any plans to implement spd-mapping? sss and spd are crucial features for me.

@n.drew: wiede?
2 x Xeon 5310 (8 cores) | 8 GB registered RAM | Tyan Tempest i5000 XT | GeForce 8800 GTS 640 | CUDA Driver 3.00 | Windows 7 Pro x64 | Octane Render 1.022 beta2.2 x64
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

valentine wrote:@radiance: do u mean beta 2.0 or final 2.0? are there any plans to implement spd-mapping? sss and spd are crucial features for me.

@n.drew: wiede?
what do you mean with spd-mapping ? spectral power distributions ? yes, those exist already in the current version but the node is disabled because i haven't finished the UI, will do in 2.3.
for SSS i'm talking version 2.0, we're currently aproaching v1.0.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
n.drew
Licensed Customer
Posts: 6
Joined: Sun May 16, 2010 2:41 pm

hey valentine, yeah its me but you already know that :)

@ radiance:

no he means sub poly displacement, it think you named it micropoly "something".....
valentine
Licensed Customer
Posts: 10
Joined: Sat May 15, 2010 12:02 pm

wow, thx for your quick reply - especially since it's sunday ;)

with spd i meant sub polygon displacement. im expanding my pipeline to vector-displacement (rgb = xyz normal offset instead of black/white = zero/full normal offset) during my current projects so this is kinda crucial to me. also i think that the implementation of those features should be pretty doable, especially since nvidia released their realtime »tesselation« thingie (i think in conjunction with directx11).

i can imagine, that people bug u periodically with release-date questions etc. the thing is: for me it's a no-brainer that i'm gonna expand my pipeline (mental ray and vray) with octane - but i'd really like to know when i'll be able to really use it in production with crucial stuff like instancing, sss and spd.

btw: kudos to u! i really appreciate ur effort in this direction of rendering in general - keep it going.

regards,
jannis
2 x Xeon 5310 (8 cores) | 8 GB registered RAM | Tyan Tempest i5000 XT | GeForce 8800 GTS 640 | CUDA Driver 3.00 | Windows 7 Pro x64 | Octane Render 1.022 beta2.2 x64
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

valentine wrote:wow, thx for your quick reply - especially since it's sunday ;)

with spd i meant sub polygon displacement. im expanding my pipeline to vector-displacement (rgb = xyz normal offset instead of black/white = zero/full normal offset) during my current projects so this is kinda crucial to me. also i think that the implementation of those features should be pretty doable, especially since nvidia released their realtime »tesselation« thingie (i think in conjunction with directx11).

i can imagine, that people bug u periodically with release-date questions etc. the thing is: for me it's a no-brainer that i'm gonna expand my pipeline (mental ray and vray) with octane - but i'd really like to know when i'll be able to really use it in production with crucial stuff like instancing, sss and spd.

btw: kudos to u! i really appreciate ur effort in this direction of rendering in general - keep it going.

regards,
jannis
Hey,

micropoly displacement is not going to be implemented in v1.0.
it's not easy to map to a GPU raytracer and it has never been done before.

The tessellation feature of newer GPUs is something that's not available in cuda applications and also does not work for a raytracer, which works entirely different than an opengl or directx shading pipeline.
This is a feature i would like to start 'experimenting' on when the basics are finished in the near future, not something that's going to be added to octane in v1.0.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
valentine
Licensed Customer
Posts: 10
Joined: Sat May 15, 2010 12:02 pm

radiance wrote:
valentine wrote:wow, thx for your quick reply - especially since it's sunday ;)

with spd i meant sub polygon displacement. im expanding my pipeline to vector-displacement (rgb = xyz normal offset instead of black/white = zero/full normal offset) during my current projects so this is kinda crucial to me. also i think that the implementation of those features should be pretty doable, especially since nvidia released their realtime »tesselation« thingie (i think in conjunction with directx11).

i can imagine, that people bug u periodically with release-date questions etc. the thing is: for me it's a no-brainer that i'm gonna expand my pipeline (mental ray and vray) with octane - but i'd really like to know when i'll be able to really use it in production with crucial stuff like instancing, sss and spd.

btw: kudos to u! i really appreciate ur effort in this direction of rendering in general - keep it going.

regards,
jannis
Hey,

micropoly displacement is not going to be implemented in v1.0.
it's not easy to map to a GPU raytracer and it has never been done before.

The tessellation feature of newer GPUs is something that's not available in cuda applications and also does not work for a raytracer, which works entirely different than an opengl or directx shading pipeline.
This is a feature i would like to start 'experimenting' on when the basics are finished in the near future, not something that's going to be added to octane in v1.0.

Radiance
hi again,

i thought that the tesselation is implemented into the hardware and thus uncoupled from the rasterization process. also i thought that nvidia provided stuff like recursion and dynamic data tree structures with cuda in general. but it seems that this is not (entirely) the case.

ok, then again: i expect octane 1.0 to be released by u guys in several months. so, i don't wanna hustle u into saying something that u can't adhere later on. i'm just interested in when this kind of workflow (realtime pathtracing) will be available for serious production needs.

btw, i forgot one thing to ask yesterday: what about procedural noise-based 3d- and 2d-shaders. are there any plans to implement stuff like perlin noise etc.? (u can find a great implementation of different noise-functions in cinema 4d)

regards
2 x Xeon 5310 (8 cores) | 8 GB registered RAM | Tyan Tempest i5000 XT | GeForce 8800 GTS 640 | CUDA Driver 3.00 | Windows 7 Pro x64 | Octane Render 1.022 beta2.2 x64
User avatar
radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

valentine wrote:
radiance wrote:
valentine wrote:wow, thx for your quick reply - especially since it's sunday ;)

with spd i meant sub polygon displacement. im expanding my pipeline to vector-displacement (rgb = xyz normal offset instead of black/white = zero/full normal offset) during my current projects so this is kinda crucial to me. also i think that the implementation of those features should be pretty doable, especially since nvidia released their realtime »tesselation« thingie (i think in conjunction with directx11).

i can imagine, that people bug u periodically with release-date questions etc. the thing is: for me it's a no-brainer that i'm gonna expand my pipeline (mental ray and vray) with octane - but i'd really like to know when i'll be able to really use it in production with crucial stuff like instancing, sss and spd.

btw: kudos to u! i really appreciate ur effort in this direction of rendering in general - keep it going.

regards,
jannis
Hey,

micropoly displacement is not going to be implemented in v1.0.
it's not easy to map to a GPU raytracer and it has never been done before.

The tessellation feature of newer GPUs is something that's not available in cuda applications and also does not work for a raytracer, which works entirely different than an opengl or directx shading pipeline.
This is a feature i would like to start 'experimenting' on when the basics are finished in the near future, not something that's going to be added to octane in v1.0.

Radiance
hi again,

i thought that the tesselation is implemented into the hardware and thus uncoupled from the rasterization process. also i thought that nvidia provided stuff like recursion and dynamic data tree structures with cuda in general. but it seems that this is not (entirely) the case.

ok, then again: i expect octane 1.0 to be released by u guys in several months. so, i don't wanna hustle u into saying something that u can't adhere later on. i'm just interested in when this kind of workflow (realtime pathtracing) will be available for serious production needs.

btw, i forgot one thing to ask yesterday: what about procedural noise-based 3d- and 2d-shaders. are there any plans to implement stuff like perlin noise etc.? (u can find a great implementation of different noise-functions in cinema 4d)

regards
we've already a node based system with various nodes, including perlin noise. (it's called the turbulence texture).
we're expanding it during the next releases.

You can't expect a 7 month young renderer that runs on a small chip with limited amount of memory, using brand new languages and APIs to replace expensive production quality renderers that cost thousands of dollars and have been in development for 5+ years.
We're definately working towards that, but we need some time to do it.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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