I was wondering if octaneimager would be able to do what fryrender swap did?
example.
https://vimeo.com/2406581
octaneimager
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I hope that if it currently isn't on the list of things to do, that the ability to swap materials becomes a feature. This would be a huge time saver for product visualization. If I had to guess from when I tested swap for fryrender, their files that save the render retains some sort of calculations of the light so a new material that is applied uses the same information providing an accurate result as if it were re-rendered.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
The new OctaneImager SDK and its plug-ins will be able to do this if the right AOV's being fed into it. In fact, if you export these AOV/layers from Imager->ORBX Media package, the mobile ORBX app can do live HDR multi-light, live texture/video projection on UV surfaces, and many other effects both in VR and window mode.gah5118 wrote:I hope that if it currently isn't on the list of things to do, that the ability to swap materials becomes a feature. This would be a huge time saver for product visualization. If I had to guess from when I tested swap for fryrender, their files that save the render retains some sort of calculations of the light so a new material that is applied uses the same information providing an accurate result as if it were re-rendered.
outstanding!
Another question since I haven't been able to find much information on this new development; is this going to be packaged with octane or another stand alone program?
Also, plugins for this imager is mentioned, but what does that mean? Will it be something that can integrate into photoshop?
Another question since I haven't been able to find much information on this new development; is this going to be packaged with octane or another stand alone program?
Also, plugins for this imager is mentioned, but what does that mean? Will it be something that can integrate into photoshop?
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
OctaneImager is a post processing API/module system we are building with OctaneEngine's more friendly post processing hooks in mind. It has its own ORBX plug-ins and filters (e.g ICEFX, LightField rendering, toon shaders). These can override and customize the current imager/post node system. It can also be used independently of the 3D rendering kernels to do pure post work with Octane film buffers or other media.gah5118 wrote:outstanding!
Another question since I haven't been able to find much information on this new development; is this going to be packaged with octane or another stand alone program?
Also, plugins for this imager is mentioned, but what does that mean? Will it be something that can integrate into photoshop?
so I can forgo looking into this software and wait for imager?
http://www.motivacg.com/en/colimo/videos-demo/
Your response also brings up the question, will this be a license we can purchase, or is it going to be subscription based since it's using oe?
http://www.motivacg.com/en/colimo/videos-demo/
Your response also brings up the question, will this be a license we can purchase, or is it going to be subscription based since it's using oe?
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
By the way, thanks for your responses and sorry for the slew of questions. I am in the process of restructuring our workflow and am researching a few products and just crawled out from under my rock to discover that octane 3 alpha has been out since December. Then I saw this octane imager thing and my eyebrows have risen.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
It's part of the OE sub, - even the $10/month one.gah5118 wrote:so I can forgo looking into this software and wait for imager?
http://www.motivacg.com/en/colimo/videos-demo/
Your response also brings up the question, will this be a license we can purchase, or is it going to be subscription based since it's using oe?
We may also support a subset of OI functionality through a native 3.1 plug-in.
Any news about OctaneImager (ICEFX) or we have to wait 3.1?
Because 3.0 plugins was too buggy and I dont believe that next year we will see full release of 3.1 without all bugs (that we cant fix about for 1-2 years). Why not to start to make beta of Imager? So we can test it now to help you fint and fix bugs.
Because 3.0 plugins was too buggy and I dont believe that next year we will see full release of 3.1 without all bugs (that we cant fix about for 1-2 years). Why not to start to make beta of Imager? So we can test it now to help you fint and fix bugs.
Hi,
I've been posting on other threads regarding the near term roadmap. Once headless rendering is completed (which is being worked on now, and will be fully supported on or before 3.1), we'll have a stable framework and API for OctaneImager extensions going forward. That is why this feature was set for 3.1. The imager extensions such as ICEFX have been ready for a while, and some of them have even been implemented entirely in Octane OSL node (toon shading for example).
I've been posting on other threads regarding the near term roadmap. Once headless rendering is completed (which is being worked on now, and will be fully supported on or before 3.1), we'll have a stable framework and API for OctaneImager extensions going forward. That is why this feature was set for 3.1. The imager extensions such as ICEFX have been ready for a while, and some of them have even been implemented entirely in Octane OSL node (toon shading for example).

