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Octane v2
Posted: Thu Nov 15, 2012 2:29 am
by pixelrush
As we are getting to v1 final soon I was wondering if Otoy have a list of things prepared that we might expect to arrive in v2. That is aside from some small presents that might arrive in v1.1 or v1.2
I realise this might be considered commercially sensitive but I think customers would like to have some rendering carrots to consider.

Perhaps people might like to nominate in this thread some things that they would really like to see included, or consider must-have. Things that would entice them to buy into v2 anyway.
Edit: doesn't have to be a definitive list for/from Otoy just some indication of where Octane might head

Re: Octane v2
Posted: Fri Nov 16, 2012 4:36 am
by pixelrush
Ha no reply.
So no one wants to sell or buy v2.
V1 is obviously going to be a classic then

Re: Octane v2
Posted: Fri Nov 16, 2012 6:24 am
by Refracty
I hope object motion blur, shadow catcher and a working sun sky system (light through glass and no blue indoor shadow with DL) will come in 1.1. These are really important for any production.
For 2.0 I expect a spherical camera, a better Direct Lighting system, render region, more pathes and so on.
Re: Octane v2
Posted: Fri Nov 16, 2012 7:35 am
by matej
Very important things, imo:
* region render (immensely speeds up scene prototyping)
* "render brush" to indicate which areas needs more sampling than others (speeds up rendering - probably more than any kernel optimizations)
* Local DB (speeds up workflow)
* new scene exchange format (to pass stuff to Octane that cant be passed with .obj)
* ray visibility toggle (for example to hide emitters from camera, for "back-lighting" techniques, or to create shadow catcher)
* shading improvements (more texture mapping options, texture blending options, generalized macro node container, more procedurals (voronoi, brick...)...)
Re: Octane v2
Posted: Fri Nov 16, 2012 8:34 am
by gabrielefx
render region, vray-rt
stereoscopic camera, vray-rt
stereoscopic output, vray-rt
displacements, Live Arion
exr multilayer output, Live Arion
light projection, Live Arion
3d motion blur, vray-rt, Live, iray
architectural glass, vray-rt
directional ies lights, vray-rt
visible to reflection, refractions, diffuse light, specular, shadows, etc,, vray-rt
sun+HDR, vray-rt, Live
distributed render, vray-rt
frame buffer with pro controls, vray-rt
light mixer, Live soon
3d skydome, vray-rt, Live, iray
support for Max procedural maps, vray-rt, iray, Live soon
phisically corrected blending material, vray-rt, Live (in Octane you can't coat a glass because you will get wrong refractions)
support for ramp color maps, vray-rt
Re: Octane v2
Posted: Mon Nov 19, 2012 6:43 pm
by Goldorak
Features that can be added in a reasonable time, and without a major rewrite of the core framework, have a decent shot at getting in a 1.x release.
Re: Octane v2
Posted: Mon Nov 19, 2012 9:43 pm
by pixelrush
How long do you envisage the v1.x series to go on?
I was under the impression not a lot more was going to be done and we were moving along to v2 in a few months.
Re: Octane v2
Posted: Thu Nov 22, 2012 3:33 am
by petermax
For heaven's sake please improve voxelation speed, the time it takes to load a mid size scene is unbearable for animation!
Re: Octane v2
Posted: Thu Nov 22, 2012 4:15 am
by p3taoctane
For a while Jim Star implemented 64bit voxelation in the Maya plugin...did he not.???.. but for some reason had to go back to the slower method...
I wonder why this is not easily implemented??
I agree if that was faster it would be a lot more productive.
Re: Octane v2
Posted: Thu Nov 22, 2012 4:16 am
by p3taoctane
Meant to say multi threaded voxelization...