Regarding displacement and high polycount

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Chris
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Hello all. First post here "waves"

First of all, Octane render looks awsome!
Here my questions: Will octane be able to handle displacement at all? My guess is not, because it requires a lot of memory.

How will i be able to make a detailed brick wall when displacement isent available? I could allways make one with high polycount, but then again we have the gfxcard memory Restriction.

I have a Quadro FX 4600 with 768 MB memory, how high polycounts do you think i can handle with that?
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radiance
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we're currently able to push about about 1 million polies per 100MB of video ram,
and we're working on improving this.

adaptive rendertime / micropoly displacement is currently not supported,
and it will probably take a while before it's implemented as this is something that's very difficult to implement on GPUs,
however it should be possible given more research.

Radiance
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Chris
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Thank you for fast answer Radiance
1 million polys per 100MB is really great :D
I dont think i will have any problems with detailed scenes then.
As for your answer on the displacement question, it sounds promising ;)

Will Octane be able to handle sss?
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radiance
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i think if you get a card with lots of memory like the GTX200 models now available with 1792MB video ram,
you can render some pretty complex scenes with still having ample room for textures.

Radiance
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Chris
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radiance wrote:i think if you get a card with lots of memory like the GTX200 models now available with 1792MB video ram,
you can render some pretty complex scenes with still having ample room for textures.

Radiance
I will take a look at that ;)
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Richard
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Radiance.

I did read in one of your posts about displacement being pre computed??

Is that something Octane takes care of on import? I'm not techno enough to understand this really, but would it be possible that Octaine could run up the micro polys from a map as a separate process initially?

Another question, does using two cards increase the total available ram?
N30N
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Richard wrote:I did read in one of your posts about displacement being pre computed??

Is that something Octane takes care of on import?
The map was backed onto the model before importing.
Richard wrote:Another question, does using two cards increase the total available ram?
I'm afraid it doesn't work like that (elaborated here).
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tangent
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Sorry to re-open an old topic, but has anything changed on this?

I ask because one of my systems has an old copy of C4D R9.6 without the Advanced Render module, and the thing I find myself wanting most that it would provide is micropolygon displacement. It would be just a bit cheaper to buy Octane, the RipTide Pro plugin I'd probably need to get useful exports, and an nVidia card to replace the ATI currently in that box. It's not a big savings, and I expect workflow issues will offset some of the speed advantage, so if I can't get this feature anytime soon, that'll affect my purchasing decision.
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radiance
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tangent wrote:Sorry to re-open an old topic, but has anything changed on this?

I ask because one of my systems has an old copy of C4D R9.6 without the Advanced Render module, and the thing I find myself wanting most that it would provide is micropolygon displacement. It would be just a bit cheaper to buy Octane, the RipTide Pro plugin I'd probably need to get useful exports, and an nVidia card to replace the ATI currently in that box. It's not a big savings, and I expect workflow issues will offset some of the speed advantage, so if I can't get this feature anytime soon, that'll affect my purchasing decision.
Hi,

Micropoly displacement is not planned for v1.0.
It's something that's incredibly difficult to adapt to a GPU,
so it's not something that we will have available in a few weeks.

I'm added regular pre-computed / stored triangle displacement fairly soon,
but for adaptive raytraced subdivision you will have to be a bit patient.

Radiance
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Sam
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What about using Normal maps ?
I know that they are for real time engine.
But I think, since they usually have 32bit of information, that they can be used like an improved bump ?

Can the renderer use that info to change rays ?
Its better than having no displacement and only bump.
http://Kuto.ch - Samuel Zeller - Freelance 3D Generalist and Graphic designer from Switzerland
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