Page 1 of 1

Q Tile Pro - any experience?

Posted: Fri Jun 05, 2020 12:46 pm
by Ron
Hi,
does anyone have experience with the Q Tile Pro plugin (https://qucumber.at/q-tilepro/) used with Octane?
This plugin promises to be kind of a magical problem solver but does it do it's job even within an Octane environment?

Thanks for any feedback!

Ron

Re: Q Tile Pro - any experience?

Posted: Mon Jun 08, 2020 7:28 pm
by Kalua
I would also like to know. It is supposed to automatically bake textures to work with Redshift and Octane.

https://www.youtube.com/watch?v=cb5Txsypn0g

Re: Q Tile Pro - any experience?

Posted: Tue Jun 09, 2020 8:33 am
by stefan_laub
Hi Ron, Hi Kalua,

as in any gpu engine you use Q-TILE-PRO tile shaders resulting pixels, as bitmap.
the baked result is 1:1 the same as the shader would render at that res. we usually use 4 or 8k results. sometimes 16k.


there are 2 ways to make that:
1) octanes internal baker (this is pretty good and fast and works usually fine for setting up a shader/material, or resolutions up to 2-4k

2) using the Q-TILE-PRO baker, and use the q-tilepro bitmap inside a octane bitmap node, this is good for any high res, and has the advantage that the thing needs to be baked only 1x.
for final rendering i recommend this (i use it that way in all apps that not support direct c4d shaders)

the Q-TILE-PRO internal baker is fully multi threaded and very fast also for 8k texture or higher. any change you can update then in the shader on on click on the bake button, all bitmaps where you have loaded the result update with ti automatic.

on redshift the internal RS baker is too slow and sluggish sadly, there i use all time the Q-TILE-PRO bake button.

you can ask us questions direct at [email protected]

cheers
Stefan Laub

3dtools.info
qucumber.at

Re: Q Tile Pro - any experience?

Posted: Tue Jun 09, 2020 7:46 pm
by Kalua
stefan_laub wrote:Hi Ron, Hi Kalua,

as in any gpu engine you use Q-TILE-PRO tile shaders resulting pixels, as bitmap.
the baked result is 1:1 the same as the shader would render at that res. we usually use 4 or 8k results. sometimes 16k.


there are 2 ways to make that:
1) octanes internal baker (this is pretty good and fast and works usually fine for setting up a shader/material, or resolutions up to 2-4k

2) using the Q-TILE-PRO baker, and use the q-tilepro bitmap inside a octane bitmap node, this is good for any high res, and has the advantage that the thing needs to be baked only 1x.
for final rendering i recommend this (i use it that way in all apps that not support direct c4d shaders)

the Q-TILE-PRO internal baker is fully multi threaded and very fast also for 8k texture or higher. any change you can update then in the shader on on click on the bake button, all bitmaps where you have loaded the result update with ti automatic.

on redshift the internal RS baker is too slow and sluggish sadly, there i use all time the Q-TILE-PRO bake button.

you can ask us questions direct at [email protected]

cheers
Stefan Laub

3dtools.info
qucumber.at
Thank you, Stefan.