Octane 2019 experimental build - sample images


#1

Just learned 2 hours ago that Otoy released an experimental build of the c4d Octane plugin. I will post some sample images as I play around.

First up…images of new displacement features…


#2

OK…this is after about an hour playing around…6 samples.

Octane added a second type of displacement, and that second type has several nice options…it can work in vector space (meaning it doesn’t merely push geo up and down-it can push geo in all directions). It also works with OSL.

Samples of my rendering to follow:


#3

And there is a node where you can mix up to 4 different displacements… Here I used two: an OSL and a simple noise. Different lighting… low contrast look as there isn’t even a material applied.


#4

Octane 2019.1 has a new rounded edges shader feature. So far with the pre-release version it doesn’t seem usable…at least not where there are sharp corners.

This is one area where Octane is behind some other renderers.


#5

Back to Displacement. Vector Displacement can be sweet.


#6

I gave up on Octane, when it couldn’t translate a native substance material to anything larger than a 256x256 texture. Given that I have the entire Substance source library, which are hugely beneficial to my workflow, I had little choice but to cast it aside in favor of Redshift on the GPU front and Corona as my main CPU engine.

I just wrapped up this little 4 day bit of fun - https://thepriest.cgsociety.org/lhr5/score-to-settle
Not sharing for praise, but instead to show that an 8k substance opened in C4D - Converted tp Corona, gives for me the best rendition of a Substance material and especially displacement, than any of the other engines available to me.


#7

I don’t recall there ever being such a limitation. Octane does default to a low resolution for c4d textures but it’s one click to change.

As always, I enjoy viewing your work! Thanks for the link.

Interesting that you moved from VRAY to it’s GPU brother, Corona. Welcome to the GPU world of rendering!

I’m welcome for you to convince me that Corona is better. You’ll have to bring some muscle to do so. Pretty pictures won’t convince. Frankly with your witchcraft you could achieve results like that w/any of the major renderers.


#8

@IceCaveMan : Corona is still CPU, just easier to use than Vray.

@Priest: You’ll get praises, sorry lad. Great work.


#9

Well thanks. If you care to read, I can explain why I moved away from my beloved VRay; albeit temporarily.

VRay started giving me a headache in the last few releases (both Laub version and new Chaos group), a headache that I seem to be largely alone with. The more complex the scene, the longer it takes to quickly quit out of it during test renders… I’m talking 1-2 minutes to be restored back to the editor view to continue working. If I render high res light cache passes (4000 samples plus), I can quit out of this instantaneously, but if the process has moved to IR pass or final render, quitting the render is painfully slow.

Corona (as EricM says, is CPU based) does the same thing as VRay, but faster, without the headaches and with some nifty time saving features, such as throwing in 20 lights into a scene with a default value or 1 and then being able to fine tune their intensities and color on the fly. Not sure if VRay has this, or makes this process easy, but in Corona it’s two clicks and you’re there.

On the Octane vs Redshift front, I feel both are fun, but neither are truly production ready. Redshift has pulled ahead in terms of its usability and popularity for me and will likely get more attention in the coming years. I don’t love either for personal reasons, but have been forced to use Redshift in a production environment 3 times this year. Plus with Maxon’s acquisition, it seems the more logical choice moving forward. One to learn, even if I’m opposed to its professional use, due to perceived limitations.


#10

Yes you can do that also in Vray but not directly inside the software, you will need PS, Affinity, Nuke or whatever you prefer:

It should be integrated in the UI for the next big release.


#11

I think it’s a bit funny that VRAY needed to buy another renderer and that Corona was desperate to be bought (for a song). But look…I know it’s easy to overlook great technology…I concede. Maybe this is all great stuff.

Back to Octane 2019…the topic of this thread…in coming days I hope to post test renders of other new features:
-Thin wall
-OSL shaded volumes
-AI upsampling
-Complex Layered materials
maybe more…


#12

Bring them on! I’ve downloaded 2019, but I’m sacred to use it on a job - how’s the stability?


#13

Stability for an experimental release isn’t bad. No not production ready yet. I just swap 2018 and 2019.1exp out through the day.

By the very nature of vertex displacement (demo’d above) you must take care as a user to enter coherent values. It can subdivide to insane levels and if you combine that, say with a c4d modifier that is also displacing values…you can overwhelm your computer.

But it’s easy to dial the value up down (0-7). And of course the old displacement option is still there.

Overall…I’d guess a stable release is minimum, two months away. Wouldn’t surprise me if it was 4.


#14

I had to inquire on Otoy forum how to use Thin Wall material option. Apparently it is available only w/Universal materials.

Here’s result, compared to standard specular material.


#15

Here is Thin Wall with FilmLayer and then w/Dispersion


#16

W/Transmission

W/Absorption Medium - makes sense that the thin wall looks unchanged.


#17

IOR of 2.5


#18

Here are two identical images. Kinda.

The first is rendered standard @31 seconds.

2nd image took 12 seconds, acheived by rendering at half size and upscaling via AI.


#19

For rapid comp work, one could set the max samples down and also use upscaling. This was 3 seconds.

All 3 of these samples are using the Pathtracing kernel, which isn’t as fast as the Direct Lighting option. However this image has some subsurface sampling that doesn’t work well in that mode. 3 seconds for SSS comp render, not bad.


#20

Just messing around … some fireflies in render.

Playing w/mixed materials. Thin wall glass for panes and standard specular glass for frame.