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.
>>>>>>
>>>>>>
>>>
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>
>
>
> --
>
>
>


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