Hi,
I'm struggling to create lots of detail in many of my meshes.
Normal maps are not enough, and there's not enough ram on the videocards to add many high res meshes.
Since nVidia implemented tessellation for DX11 nicely I am hoping that the Octane engine will feature it soon in a similar way.
Is there any news on this? Thanks for any feedback!
Will displacement/tessellation be implemented?
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Indeed it is the last big feature which would enhance my renders too. Especially for Bricks which are used quite often where I life.
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- gabrielefx
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I know the Octane team is very busy, but it would be great to get some feedback on a tessellation implementation.
Of course without it using Octane for broadcast quality animation is a no-go, and I'm sure the Octane will be adding a version of it.
But when will that be? I would have expected it a year ago, and now it's 2013.
Other engines like Arion and Maxwell already have this feature since long. Of course the Octane renders are far superior, but apparently such a feature it's not too hard.
It would also even add more realism to the already photorealistic renders.
Thanks again for any feedback!
Of course without it using Octane for broadcast quality animation is a no-go, and I'm sure the Octane will be adding a version of it.
But when will that be? I would have expected it a year ago, and now it's 2013.
Other engines like Arion and Maxwell already have this feature since long. Of course the Octane renders are far superior, but apparently such a feature it's not too hard.
It would also even add more realism to the already photorealistic renders.
Thanks again for any feedback!
- FrankPooleFloating
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- Joined: Thu Nov 29, 2012 3:48 pm
Just curious: how is tessellation different from subdivisions?
In OctaneLW, we have full support of subdivisions and displacement maps. I have
not had a chance to fully test this, but a quick terrain test blew my f-ing mind...
(god, I am itchin' to get a break from client work so I can play with the goodies!..
so busy...
)
Though, since I do need to use standalone for some stuff, this would be nice to have
it there too.
In OctaneLW, we have full support of subdivisions and displacement maps. I have
not had a chance to fully test this, but a quick terrain test blew my f-ing mind...
(god, I am itchin' to get a break from client work so I can play with the goodies!..
so busy...

Though, since I do need to use standalone for some stuff, this would be nice to have
it there too.
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Hi FrankPooleFloating, I'm targeting at the tessellation that happens during render, not subdivisions you do on the 3D model.
So you would have settings for how much the render engine tessellates the model (and maybe how), a displacement map and a 'light-weight' 3D model that does not have as much faces as the eventual rendered displaced 3D model.
Check this out: http://www.nvidia.com/object/tessellation.html
So you would have settings for how much the render engine tessellates the model (and maybe how), a displacement map and a 'light-weight' 3D model that does not have as much faces as the eventual rendered displaced 3D model.
Check this out: http://www.nvidia.com/object/tessellation.html
- FrankPooleFloating
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Sorry, I should have been more specific... in Lightwave, we have the ability to set
both display and render subdivisions - so if you have it at 1 for display and higher
than 1 for render, it is more or less what you are talking about... but I suppose that
having tessellation inside the Octane engine itself would likely be way more efficient
than what otherwise happens during voxelization.
both display and render subdivisions - so if you have it at 1 for display and higher
than 1 for render, it is more or less what you are talking about... but I suppose that
having tessellation inside the Octane engine itself would likely be way more efficient
than what otherwise happens during voxelization.
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- RealityFox
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I believe they are trying to get displacement working in it. The reason Maxwell and other render programs have this feature already for a while now is because they are CPU based and displacement is much easier to have in it. I'm sure they will have this feature in Octane soon, I just hope It's before they implement a new version that I will have to buy. It's a bit unfair to put displacement into a version I will need to buy in order to upgrade (since it's such a must need feature and is used as a basic feature in most other rendering programs - I would basically have to buy their new version, and my wallet is unhappy about that thought).
I would like to see some UV tools implemented (Scale, rotate, etc) as well but I'm willing to wait in a new version of octane for that since that can easily be solved in modelling software.
I would like to see some UV tools implemented (Scale, rotate, etc) as well but I'm willing to wait in a new version of octane for that since that can easily be solved in modelling software.