Sorry for my english! list = least fetaures=features Have a nice day ;) F.
2016-04-09 10:52 GMT-03:00 Francisco Criado <[email protected]>: > It would be great if Redshift could render stereo cubemaps, that Octane > already does, and Vray added last year. I have a Redshift license and a > Octane one, but since Octane is getting more involved in vr production with > their orbx format, that will go open source, we are leaving aside Redshift > at list in our vr projects. > Some of the fetaures of Orbx format: > > *ORBX Media Format* > > OctaneRender 3 introduces the ORBX media format. The .ORBX file container > format was first introduced in OctaneRender 1.5 to enable rock-solid > exchanging of scenes, materials, lighting and more, that could be imported > into any supported OctaneRender plugin. The new ORBX media format performs > a similar function for rendered output, beyond EXR, with support for > movies, audio, spectral render caching, light field caching, baked FBX > caching, complete compositing and deep pixel metadata, and navigable scene > controls without the need of sophisticated real-time engines. OTOY believes > this will be a critical authoring format for VR and AR applications. > Highlights of the new ORBX media format include: > > - *First-of-its-kind container:* The ORBX media format is the first of > its kind, containing pre-rendered data in the form of light field > render target caching for VR, AR and portal materials, supporting movie and > audio textures such as MP4 or HEVC for use natively inside of OctaneRender > as a texture or a procedural, and storing node timelines. > - *Fully navigable:* ORBX media files support web and mobile viewing > of interactive content and texture baking directly from an Octane scene > node, without the need or mastery of real-time game engines. Artists can > bake their 3D scene for mobile, TV, VR, AR (light fields) and HTML5 > playback. > - *Versatile rendering:* The ORBX media format stores spectral film > buffers allowing artists to pause and resume renders from disk. > - *Plans for open source:* OTOY intends to open source the ORBX media > format. It will be available on GitHub when OctaneRender 3 is made > available. The format works in JavaScript and LUA – no native code is > required. > - *ORBX Media Viewer:* The first app that will support the ORBX media > format will be the ORBX Media Viewer. The ORBX Media Player is already used > for enjoying studio VR experiences such as the upcoming *Batman: The > Animated Series* project OTOY is building with Warner Bros. > > <http://home.otoy.com/preview-upcoming-batman-animated-series-vr-experience/>, > or live streamed VR events like the hockey game OTOY recently produced > in cooperation with the NHL > > <http://home.otoy.com/nhl-otoy-live-streaming-virtual-reality-as-good-as-being-there/>. > The ORBX Media Player will work with the Samsung GALAXY Gear VR, as well as > Android-powered phones, tablets, and set-top boxes, with support for > Microsoft HoloLens and HTML5 WebVR to come after launch. > > > greetings! > > F. > > > > > 2016-04-08 16:56 GMT-03:00 Artur W <[email protected]>: > >> No, I do redshift, since beta. I just need store color in channel node to >> work and I am complete. For now >> >> 2016-04-08 20:49 GMT+02:00 Jason S <[email protected]>: >> >>> On 04/08/16 14:45, Artur W wrote: >>> If it's up to me I go redshift, although I am still waiting for >>> custom AOVs >>> >>> I agree depending on the type of project, though I'm glad they are still >>> making strides as it's definitely still an excellent renderer, but why wait >>> for custom AOVs to get Redshift ? ;) >>> >>> On 04/08/16 14:45, Artur W wrote: >>> >>> I use Octane through C4D, which... oh my god. >>> It's just a legacy project so this is why Octane. >>> >>> If it's up to me I go redshift, although I am still waiting for custom >>> AOVs >>> >>> 2016-04-08 20:02 GMT+02:00 Jason S <[email protected]>: >>> >>>> Don't know if you got the latest build (or if it's even out yet) >>>> >>>> But they (or Stephan) are ongoingly fixing/improving a bunch of things, >>>> >>>> Now supports sub (&sub-sub) compounds & shaderballs, with -tons- of >>>> shaders/nodes that have been added, >>>> https://vimeo.com/158947144 >>>> >>>> And also seemingly just very-recently got way snappier for translating >>>> geo and preprocessing. >>>> https://vimeo.com/161311690 >>>> >>>> >>>> >>>> >>>> On 04/08/16 12:39, Artur W wrote: >>>> >>>> .. like I am trying to render previs and it has material overrides, but >>>> still generates materials with displacement that are overridden. >>>> So, render part is like 5 sec but frame takes 30 sec. >>>> and then suddenly stops rendering altogether... >>>> >>>> just doing it now.... >>>> >>>> 2016-04-08 17:02 GMT+02:00 Artur W <[email protected]>: >>>> >>>>> They better fix all the shit that is still there since version 1. >>>>> Redshift in alpha is more production ready than Octane v2. >>>>> >>>>> Artur >>>>> >>>>> 2016-04-08 16:57 GMT+02:00 Cristobal Infante <[email protected]>: >>>>> >>>>>> Wouldn't brigade be a better solution? Not sure exactly how it works, >>>>>> but it seems the octane shaders would transfer. >>>>>> >>>>>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > > > --
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