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octaneimager

Posted: Tue Apr 12, 2016 4:30 pm
by gah5118
I was wondering if octaneimager would be able to do what fryrender swap did?
example.
https://vimeo.com/2406581

Re: octaneimager

Posted: Thu Apr 14, 2016 3:08 pm
by gah5118
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.

Re: octaneimager

Posted: Thu Apr 14, 2016 6:40 pm
by Goldorak
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.
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.

Re: octaneimager

Posted: Thu Apr 14, 2016 9:31 pm
by gah5118
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?

Re: octaneimager

Posted: Fri Apr 15, 2016 7:09 pm
by Goldorak
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?
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.

Re: octaneimager

Posted: Fri Apr 15, 2016 7:19 pm
by gah5118
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?

Re: octaneimager

Posted: Fri Apr 15, 2016 7:22 pm
by gah5118
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.

Re: octaneimager

Posted: Fri Apr 15, 2016 7:43 pm
by Goldorak
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?
It's part of the OE sub, - even the $10/month one.

We may also support a subset of OI functionality through a native 3.1 plug-in.

Re: octaneimager

Posted: Sun Dec 11, 2016 1:02 pm
by ramone163
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.

Re: octaneimager

Posted: Wed Jan 11, 2017 11:13 pm
by Goldorak
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).