OctaneRender™ for Blender 1.20.1 - 1.1 beta [OBSOLETE]
Perhaps you've found a bug. Can you please give me the scene to I be able to reproduce it?Alain wrote:Is Instancing implemented yet or are Instances converted into a mesh ?
I have Scene where I distribute a grass patch over a landscape. This works perfect in Cycles but in Octane for Blender it crashes, even if I set a very low number of Particles.
When I try this with the expanded Export Script for Blender and doing the Instancing in the Octane Standalone then it works.
What could be wrong there ?
So far I've not decided, if it will be a good idea to hide them. So, so far they are visible, on the case somebody will need them for some reasons...Alain wrote:Why are all the Nodes of Cycles listed in the Node Editor ?
They are unusable at the moment, I don't understand why there are there if you can't use them.
Will they every be usable for Octane ? For example the "Attribute" or the "Object" Node would be very useful.
If the Blender-artists think it is not needed - I can hide them.
This feature will be added a little later.Alain wrote:Where can I see how mutch my VRAM my Scene is taken ?
https://www.dropbox.com/s/ihr6odwddr1ch ... roblem.png
Reroutes can give out Renderings with no textures, occurs when Rendering - no matter if one or two reroutes are in.
doesn´t occur when one Reroute is put in during Render preview mode
Edit; it would be nice to keep the cycles nodes in to make transitions easier to other builds of Blender and/or use Cycles in combination with octane.
and put the supported Cycles nodes as duplicates to the Octane nodes?
Reroutes can give out Renderings with no textures, occurs when Rendering - no matter if one or two reroutes are in.
doesn´t occur when one Reroute is put in during Render preview mode
Edit; it would be nice to keep the cycles nodes in to make transitions easier to other builds of Blender and/or use Cycles in combination with octane.
and put the supported Cycles nodes as duplicates to the Octane nodes?
Win 7 64 | Geforce GTX570 + GTX260 | i7 3770 | 16GB
myclay wrote:https://www.dropbox.com/s/ihr6odwddr1ch ... roblem.png
Reroutes can give out Renderings with no textures, occurs when Rendering - no matter if one or two reroutes are in.
doesn´t occur when one Reroute is put in during Render preview mode
Reroutes are not supported so far. Will be added in one of next versions.
Yes, it was my point when I leaved them visible...myclay wrote:Edit; it would be nice to keep the cycles nodes in to make transitions easier to other builds of Blender and/or use Cycles in combination with octane.

No, bad idea. Octane nodes work different, have other semantics... It will be better not mix them with Cycles nodes.myclay wrote:and put the supported Cycles nodes as duplicates to the Octane nodes?
I supposed that you did not hide Cycles Node because if somebody opens a Cycle based Scene.
But I don't see any other reason to show Nodes that cannot be used by Octane.
Otherwise this confuses new users because it's not logic from their point of view.
If you want to port your Cycles Material to Octane you could do that by opening the Cycles Scene and using Cycles Rendering Engine and open the same Scene in another Blender instance and switching to the Octane Renderer.
Will it be possible to give some random to a Octane Material Value like in the example here ?
Kind regards
Alain
But I don't see any other reason to show Nodes that cannot be used by Octane.
Otherwise this confuses new users because it's not logic from their point of view.
If you want to port your Cycles Material to Octane you could do that by opening the Cycles Scene and using Cycles Rendering Engine and open the same Scene in another Blender instance and switching to the Octane Renderer.
Will it be possible to give some random to a Octane Material Value like in the example here ?
Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
As Octane has a lot more complicated complex values of pins, rather than simple integers - it will be better to do it the same way as I've done in Maya plugin: make the material node being "virtual". That is: material has the list of references to any amount of another materials, which are randomly choosen during rendering of this virtual material.Alain wrote:Will it be possible to give some random to a Octane Material Value like in the example here ?
Kind regards
Alain
It will let you more precisely adjust the materials look. Maya users like using it in particles.
Here is the File with the grass (grasspatch is from Gabich):
http://www.pasteall.org/blend/23427
With Cycles I can set the amount of Particles up to 100000 without problems.
During the rendering process it takes only about 4GB RAM (not VRAM).
With Octane for Blender I can only set an amount of Particle up to 1000, if I set it higher then Blender crashes during the transfering process.
During the rendering process (set to 1000 Particles) it takes 10GB of RAM (not VRAM).
Kind regards
Alain
http://www.pasteall.org/blend/23427
With Cycles I can set the amount of Particles up to 100000 without problems.
During the rendering process it takes only about 4GB RAM (not VRAM).
With Octane for Blender I can only set an amount of Particle up to 1000, if I set it higher then Blender crashes during the transfering process.
During the rendering process (set to 1000 Particles) it takes 10GB of RAM (not VRAM).
Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
Hi all,
Found a little bug (or not). When I use subdivision surface, I uncountered black patches / triangles into the surfaces. It's make an alpha hole (cf. screenshots).
Matt
Found a little bug (or not). When I use subdivision surface, I uncountered black patches / triangles into the surfaces. It's make an alpha hole (cf. screenshots).
Matt