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Octane Dirt
Posted: Fri Feb 01, 2013 5:04 am
by Karba
We are working on octane dirt
Re: Octane Dirt
Posted: Fri Feb 01, 2013 6:20 am
by pixelrush
OK so that will be in 1.06 on Monday will it?
Can't keep up with this stuff.....

Re: Octane Dirt
Posted: Fri Feb 01, 2013 6:20 am
by Teknogon
That's good, thank you Karba
Re: Octane Dirt
Posted: Fri Feb 01, 2013 6:23 am
by abstrax
pixelrush wrote:OK so that will be in 1.06 on Monday will it?
Can't keep up with this stuff.....

Nope, those things are released after 1.10

Re: Octane Dirt
Posted: Fri Feb 01, 2013 6:24 am
by pixelrush
Yeah OK so about Wednesday
Edit: no hold on Weds is a holiday in NZ, ought to be Thursday then. Looking forward to it

Re: Octane Dirt
Posted: Fri Feb 01, 2013 6:27 am
by abstrax
pixelrush wrote:Yeah OK so about Wednesday

Maybe

Re: Octane Dirt
Posted: Fri Feb 01, 2013 7:05 am
by mikelmnj
Is there any way that we can have a render target support multiple kernels so we can have Z-Depth, Dirt, Material ID and other outputs on one target? Possibly have the save image button detect those deep channel outputs and automatically save them in a layered file format?
Also, will we be seeing more deep channel outputs? Reflection Direct/Indirect etc.
AO/Dirt shader is wonderful news.
Mikel
Re: Octane Dirt
Posted: Fri Feb 01, 2013 8:53 am
by gabrielefx
very nice!
Re: Octane Dirt
Posted: Fri Feb 01, 2013 9:00 am
by Refracty
Great features popping up.
A "save all render target images" would be indeed a great timesaver.
Re: Octane Dirt
Posted: Fri Feb 01, 2013 10:10 am
by PeterCGS
Yehaa!! Awesome awesome!