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Direct and indirect reflection passes
Posted: Wed Sep 28, 2016 8:15 pm
by tamerkseniya
Hello!
Is there a way to render both reflection direct and indirect passes (just like we can have both for diffuse) ? It asks for subtype allowing to select one of them like this:
http://prntscr.com/cnij3j
Re: Direct and indirect reflection passes
Posted: Thu Sep 29, 2016 2:27 am
by JimStar
This is an issue in Blender itself. Blender does have the restricted set of the passes slots for its image editor hardcoded, there is no way to add additional slots by render engine dynamically. And in current version Blender only has one "Reflection" slot without the "direct" and "indirect" counterparts... So, for the final rendering (which goes into all the different slots of Blender's image editor) Octane is forced to use this one Blender's reflection slot for all Octane's different reflection pass flavours. Only one of them can take this Blender's slot at the same time.
The proper way here - is implementing in Blender itself either all the possible passes slots, or implementing the way for any render engine to dynamically add the specific slots if needed... This must be done on an official Blender development level, not on Octane edition level. Because otherwise, if I implemented it myself instead of Blender developers (which is not so hard technically) - merging every next official Blender release with Octane edition will become an error-prone nightmare. Too many critical parts of Blender's code would be changed by me which could become totally reworked at any time by official Blender developers (Blender development goes on very fast).
So, currently you have the native Blender's passes structure for render-result as it is supposed to be by Blender developers... Let's hope they will improve this structure in future versions...
Re: Direct and indirect reflection passes
Posted: Thu Sep 29, 2016 6:39 am
by tamerkseniya
Thank you for reply, I see.. Better to render final image in Stand Alone with all the feautures available

Re: Direct and indirect reflection passes
Posted: Tue Oct 04, 2016 9:10 am
by J.C
JimStar wrote:This is an issue in Blender itself. Blender does have the restricted set of the passes slots for its image editor hardcoded, there is no way to add additional slots by render engine dynamically. And in current version Blender only has one "Reflection" slot without the "direct" and "indirect" counterparts... So, for the final rendering (which goes into all the different slots of Blender's image editor) Octane is forced to use this one Blender's reflection slot for all Octane's different reflection pass flavours. Only one of them can take this Blender's slot at the same time...
But Cycles has Glossy Direct, Glossy Indirect and Glossy Color pass.
Re: Direct and indirect reflection passes
Posted: Tue Nov 22, 2016 12:59 pm
by Lassi
Any news about this? It's pretty vital, render passes are pretty useless now if you can't composite a full image.
Like J.C. said Blender's cycles can render glossy as both direct and indirect, this really can't be done with octane?
Re: Direct and indirect reflection passes
Posted: Tue Nov 22, 2016 6:53 pm
by Saramary
Octane has the Reflection pass but doesn't have the Glossy pass. Blender has the Reflection slot but only one. And at the same time Blender has 3 slots for Glossy (direct, inderect and colour). But Octane core doesn't have the Glossy pass (at least yet).
You have to wait until Blender developers implement additional slots for Reflection as they have already done for Glossy.

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