Octane Render Cinema 4d Cracked Zipl

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Vaniria Setser

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Jun 29, 2024, 9:09:36 AM6/29/24
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I remember one of our teachers in university telling us about how they rendered all the interiors of the buildings in Spiderman with just a simple plane with a shader attached to it that simulates the room interior with proper parallax. Since then this has always stuck in my mind and I saw it being used in some studios I worked at whenever there was a big city to be rendered. I finally found the time (.. too much time :) ) to do this sort of shader myself in OSL!

If you want to give it a go you can download it from HERE (updated link for github)
The package contains the source and compiled .osl and .oso files for Blender, Arnold and RenderMan, but it should work in any other renderer with OSL support.
For use with Arnold just put the compiled .oso into a folder that you append to your $ARNOLD_PLUGIN_PATH and for RenderMan either load the .oso via a PxrOSL node or do it the nice way.

I had quite a few people requesting a VRay version for this one as well. VRay does things a little bit different but I think I hacked together a working version and updated the download link above.
As a word of warning, I found OSL in VRay to not be that stable (might very likely be inefficiency on my side, too ;) ). Also I could not get live IPR updates working when changing parameters in the shader, but once you made all your tweaks it should render normally.
You can load in the .oso file in a VRayTexOSL node. Instead of specifying a file directly within the shader, you have to load it separately (in the case of Maya a File node seems to work nicely) and then plug it into the Vray Input Tex.

Sorry for the delayed reply. This error sounds a lot like you are creating a separate node in which you specify your image and try to connect that to the filename of the windowbox shader. If that is what you are doing try to specify the filename as a normal string directly in the filename input (like I did in the demo video).

Hey Julius,
thank you very much for your quick answer. I got it working. I saved the exr via the exr-io plugin for photoshop, this caused the issue. Saving it via the normal exr format option from photshop worked without any problems!

Thanks for the kind words!
The shader just work well for any aspect you desire, as long as you tweak your texture to reflect the aspect ratio of the plane you are trying to map it to. So if your window has a width of 3 and a height of 1 (3:1 aspect) for example you need to make sure the floor, back and ceiling are stretched 3 times as much in comparison to a 1:1 (square) aspect.

Hi Julius, I would love to have your jiWindowBox on our 3ds Max OSL github. I could put it there myself, however we require the shaders to be under the Apache 2.0 license (a very persmissive open source license). Would it be okay for me to add that? Or do you want to submit yourself? Let me know :)

The setup in blender is the same as for the other packages. The filename parameter is a direct texture input, so you can give it a path to the texture file in the jiWindowBox node directly. If you try to connect anything other than a string to the filename it will error out.

After a bit of back and forth with Isotropix, we have discovered that this bug was due to the size of the file that is saved out by Clarisse 4.0. After around half a million lines written, it will leave a few corrupted characters in the scene file. It only happened to fall on a segment using OSL : )

So I had to switch curtain box with mid box of the exr file in photoshop. Its not a big issue, but I was wondering if there is any way to make the exr image file work universally in both max and blender (actually, 3dsmax octane has same issue like blender). So ideally without change the exr location of the curtain?

Hi,
thank you very much for creating the shader, it really is awesome and super helpful!
Is the shader in any way software or scale dependant? When using it in Maya Arnold it works great, but exporting the same plane to houdini and applying the shader there (Arnold as well) results in a very distorted image.
Been trying to figure it out for a few hours now, but did not really come closer, would appreciate any insight if there is something to take care of with regards to scaling.

However, there was a big issue with the original script for longer parallax effects walls were getting really distorted and this issue has kind of stopped me from playing with the shader for some time until David McDonnell posted a windowAspect fix on Facebook, it was a game-changer, now it was possible to create really long spaces without wall distortions. In the end, I also figured that it would be great to create both night and day versions of the same space, which would give some flexibility for Archviz projects.

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