Questions about the Texture bake in Octane v3

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Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Texture Baking is gonna be probably my favorite feature, it will allow me to finally say goodbye to VRay.
But I have some concern about what actually it will be possible to do in Octane Standalone, so here are my questions:
- Will Octane generate automatically a separate set of UVs, or will it use the ones provided by the user?
- Will the user be able to specify which UV set to use for the bake?
- Will it be possible to bake the different passes? Like AO, Indirect, etc?

I can't wait to try it out. If it's properly made, it's gonna be a huge benefit for me, and for the people that want to make real-time photo-realistic visualizations on low-powered devices such as GearVR. 8-)
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stratified
OctaneRender Team
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Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

Hi Rikk,

We haven't figured everything out ourselves yet but I'll try to answer anyway.

The user will have to provide the UV set. Automatic UV unwrapping is a very hard problem on it's own and we like to take it one step at a time. Choosing from different UV sets shouldn't be a problem. Yeah, it should be able to bake every render pass (even those that don't make sense).

cheers,
Thomas
Rikk The Gaijin
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Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Thank you Thomas, I really look forward to put my hands on it (even the Beta, if possible) 8-)
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resmas
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This will be massive...:D.

Cicles can do it in Blender.
http://www.blenderguru.com/tutorials/in ... ng-cycles/

When Octane release this treasure it will be amazing.

cheers
resmas
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Goldorak
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resmas wrote:This will be massive...:D.

Cicles can do it in Blender.
http://www.blenderguru.com/tutorials/in ... ng-cycles/

When Octane release this treasure it will be amazing.

cheers
resmas
When we do baking, we will do it right. Light field and volume LP baking get you glossy reflections. Ice is working on SSAO and SSR for baked orbx media scenes to make them look even more amazing during playback, even on mobile.
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resmas
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Goldorak wrote:
resmas wrote:This will be massive...:D.

Cicles can do it in Blender.
http://www.blenderguru.com/tutorials/in ... ng-cycles/

When Octane release this treasure it will be amazing.

cheers
resmas
When we do baking, we will do it right. Light field and volume LP baking get you glossy reflections. Ice is working on SSAO and SSR for baked orbx media scenes to make them look even more amazing during playback, even on mobile.
:shock:

sounds amazing...for me, its probably one of the most amazing features. And of course it will be much better then all the other real time engines...because you guys rock. 8-) 8-)

Cheers mate
resmas
i7-2600k | SSD Vertex 3 | WD Velociraptor | WS Revolution | 16GB Ram HyperX | PSU LEPA G1600W | 3 X Asus GTX590 |
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Phantom107
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Location: The Netherlands

If you guys can pull this off, I can use this for game graphics on PC and hopefully Xbox One in the future. So....I'm stoked, to say the least. :D

Unreal Engine 4 has the ability to create a seperate UV set when a mesh is imported. Can't you guys look into how they pulled that off?
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