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Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 5:00 pm
by Micha
Hello,
I tested the Octane Benchmark scene and I was very impressed by the speed, it was faster than my daily tool Vray. But than I found, that the option "directlighting" was enabled and in full path tracing the speed wasn't so good anymore. Now I ask me, could it be possible to get some options for full GI biased rendering? I think unbiased rendering is good for beginners and user who don't like to learn how options for biased rendering work. But for daily pro users experience isn't a problem, but speed counts to get a project finished during a tight deadline. So, I think, intelligent shortcuts in the calculation are big advantage for pro users and not a shame. Why waste render time, if the client dosn't see the difference or dosn't need the unbiased details? So, if Octane could support to render per both ways, unbiased and biased, it could be a perfect tool for all need.
Regards,
Micha
Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 5:02 pm
by radiance
Hi,
The problem is that photon mapping, light caching etc are all very difficult to apply to a GPU.
We are focusing on making an unbiased engine that will be as fast as a CPU photon mapper like vray, which may not be the cast yet, but we're working on it and i don't think it will take us very long to match it...
Radiance
Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 5:23 pm
by Micha
Sounds interesting.
An other question that I found during my demo test - without a manipulation of the scene the real time rendering isn't so usefull for me. Will be Octane direct implemented in Rhino3D? If yes, when it could be ready?
Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 6:03 pm
by radiance
Micha wrote:Sounds interesting.
An other question that I found during my demo test - without a manipulation of the scene the real time rendering isn't so usefull for me. Will be Octane direct implemented in Rhino3D? If yes, when it could be ready?
Hi, we are evaluating a plugin for octane for rhino, but no full integration.
Radiance
Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 6:34 pm
by Micha
So, it will work like a render plugin: materials, environment .. and camera are defined within Rhino and than the user press an render button. That's a good, but it's a pity that it dosn't exhaust the real time potential.
Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 6:44 pm
by radiance
Micha wrote:So, it will work like a render plugin: materials, environment .. and camera are defined within Rhino and than the user press an render button. That's a good, but it's a pity that it dosn't exhaust the real time potential.
no, it will not work like that, it will only export camera and geometry, and animation data.
you keep the interactivity while finetuning your scene interactively in octane render.
look at the 3rd video on our videos page, it shows the whole process.
Radiance
Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 7:24 pm
by kivig
I totally agree - biased options would dramatically increase renderer's usability.
And I don't mean sophisticated ones. Plain freedom of background color not affecting illumination etc.
Alpha channel is a must for commercial use though.
Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 7:27 pm
by radiance
kivig wrote:I totally agree - biased options would dramatically increase renderer's usability.
And I don't mean sophisticated ones. Plain freedom of background color not affecting illumination etc.
Alpha channel is a must for commercial use though.
alpha channel is already on the list for 2.3
which also solves the 'freedom of background color'
Radiance
Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 7:37 pm
by kivig
Cool!

Re: Any chance to get biased options for Octane?
Posted: Sun May 30, 2010 7:52 pm
by Shiva3D
Not only alfa. Some other passes will need to include this render in work pipeline. ZBuffer, mat/object IDs, Normal pass, AO e.t.c... will be cool to add custom pass with custom material.