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Solutions for hair, etc

Posted: Mon May 31, 2010 2:49 pm
by Nichod
I'm curious whether Octane's Collada import will support things like softbody dynamics (I know the standard provides some support via mesh deformation). And what exactly will be retained and if anything besides materials will be editable.

Anyone found a solution as far as hair goes? I know that nvidia has hair implementations available. Will Octane provide support for this in the future?

http://www.youtube.com/watch?v=YF8CUSiPDJ0

Re: Solutions for hair, etc

Posted: Mon May 31, 2010 2:51 pm
by radiance
A hair primitive will be added once octane is capable reading a format that can carry this information,
so it will likely be implemented sometime after beta3.
I'm guessing we'll add it in v2.0, there are more important features we need to add first...

Radiance

Re: Solutions for hair, etc

Posted: Mon May 31, 2010 2:56 pm
by Nichod
Thanks for the quick response!

Two more questions. I've noticed mixed information regarding network rendering. Will/Does Octane support utilizing GPUs on a network? And what are the plans regarding CPU/GPU utilization...I know some advantage does exist when it comes to OpenCL.

Re: Solutions for hair, etc

Posted: Mon May 31, 2010 3:00 pm
by radiance
Nichod wrote:Thanks for the quick response!

Two more questions. I've noticed mixed information regarding network rendering. Will/Does Octane support utilizing GPUs on a network? And what are the plans regarding CPU/GPU utilization...I know some advantage does exist when it comes to OpenCL.
Hi,

Octane does'nt support network rendering of a single frame currently, like traditional CPU progressive renderers do.
Afaik, since it's so fast, the need for it is much lower.

You can use a network queue system to render animations with octane on a renderfarm as it's fully scriptable.
Our aim is a pure GPU renderer, adding a CPU will only give you a slight speedup that you probably won't even notice much.

Radiance