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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 8-)
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. :geek:

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. :o
V1 is obviously going to be a classic then :lol:

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...