Implement Usefull Animation Features?
Posted: Mon Jul 01, 2013 10:54 am
Hello Octane Team.
I keep looking at the developments of Octane, and I must say, I am both, happy and sad with the way progress is being made.
I like when you release features with are helpfull in certain scenarios, but having said that, it makes it look as if you were developing add-ons and bonuses when some of the main features of the renderer are missing.
Examples -> strand rendering, smoke, water(volume), displacement. The recent of additions like fog and light shafts I cannot praise you enough for. More of these features please.
I understand your side of the story -> some of these things are simply nearly impossible to implement on the GPU. Now I hate to dip into the hot topic again, but Blender with Cycles render have managed to achieve this. I understand Cycles is not a spectral renderer and isn't based on physical world nearly as much as Octane. But it does demonstrate it is possible, although using biased methods.
I just want to say on behalf of myself, and I believe a sizeable portion of the comunity as well -> I don't need raytraced volumetric clouds, particles, hair etc... But I want them in one renderer. Saying we're going all realistic and physical is like saying we're going all arch-viz. I didn't buy the software to do arch-viz. Or at least not only for that. I bought it because octane demonstrates I can have a renderfarm for a $1000 sitting right next to me.
As for implementation of these features -> they already have been implemented before on the GPU's. NVidia hair demo demonstrates it is possible to simulate 100K hair strands and use the calculations to display 1M hair strands in real time -> to a degree where I say they look realistic. At ~50fps. Full HD. Game engines continue to impress in what is possible with biased rendering at real-time framerates. I don't need octane to run at 50-60 fps. But I don't wanna hear it's impossible to render hair/smoke/displacement using biased methods. And I will gladly render parts of my images/animations in directlight kernel.
It's not like using PMC or raytrace we don't chuck the results into photoshop to do some extra colour tweaks and making our images unrealistic again
.
Thank you for hearing my constructive criticism.
Jani.
I keep looking at the developments of Octane, and I must say, I am both, happy and sad with the way progress is being made.
I like when you release features with are helpfull in certain scenarios, but having said that, it makes it look as if you were developing add-ons and bonuses when some of the main features of the renderer are missing.
Examples -> strand rendering, smoke, water(volume), displacement. The recent of additions like fog and light shafts I cannot praise you enough for. More of these features please.
I understand your side of the story -> some of these things are simply nearly impossible to implement on the GPU. Now I hate to dip into the hot topic again, but Blender with Cycles render have managed to achieve this. I understand Cycles is not a spectral renderer and isn't based on physical world nearly as much as Octane. But it does demonstrate it is possible, although using biased methods.
I just want to say on behalf of myself, and I believe a sizeable portion of the comunity as well -> I don't need raytraced volumetric clouds, particles, hair etc... But I want them in one renderer. Saying we're going all realistic and physical is like saying we're going all arch-viz. I didn't buy the software to do arch-viz. Or at least not only for that. I bought it because octane demonstrates I can have a renderfarm for a $1000 sitting right next to me.
As for implementation of these features -> they already have been implemented before on the GPU's. NVidia hair demo demonstrates it is possible to simulate 100K hair strands and use the calculations to display 1M hair strands in real time -> to a degree where I say they look realistic. At ~50fps. Full HD. Game engines continue to impress in what is possible with biased rendering at real-time framerates. I don't need octane to run at 50-60 fps. But I don't wanna hear it's impossible to render hair/smoke/displacement using biased methods. And I will gladly render parts of my images/animations in directlight kernel.
It's not like using PMC or raytrace we don't chuck the results into photoshop to do some extra colour tweaks and making our images unrealistic again

Thank you for hearing my constructive criticism.
Jani.