OctaneRender™ for Blender 2.21.1 - 7.5 Win [OBSOLETE]

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

OctaneRender™ for Blender plugin. Windows x64 version.


The bundle consists from two parts:
1. OctaneRender™ Server
2. Blender - OctaneRender™ edition.

The first part (server) should be run on the same computer as the second one. To stop the server - just right-click its icon in the tray.
After the server is run - you can start rendering (or open a rendered view) from inside Blender. Before the very first rendering you should fill in the server address (only 127.0.0.1 at the time), login and password (your license key info) to activate the server. After the first rendering the server will remember this activation info, and you will not need to enter it again.

You should use only OctaneRender materials inside Blender scenes - the plugin knows nothing about Blender specific materials and textures (about any Blender nodes, generally speaking).


FIXES AND NEW FEATURES SINCE LAST RELEASE
  • Fixed nodegraph bug affected some nodes interconnections (thanks MattRM).
  • Fixed the emission nodes inconsistency.

After starting OctaneServer it will take some time before the LiveDB tree and LiveDB material previews will be available from Blender - as OctaneServer caches the LiveDB data from remote server right after starting. But only the materials groups tree will be re-cached every time after server start, LiveDB material preview images will be cached only once - so only the very first OctaneServer start will need some more time before LiveDB tree will be available in Blender.


DOWNLOAD (both distributives must be reinstalled, they depend on each other)

Blender Octane Edition - 7.5 (2.73 (59.1MB autoinstaller file)
Octane Server - 2.21.1 - 7.5 (10.5MB autoinstaller file)

DEMO is available. Use the same Octane edition of Blender for DEMO version of OctaneServer.

Octane Server DEMO - 2.21.1 - 7.5 (9.0MB autoinstaller file)
MattRM
Licensed Customer
Posts: 199
Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
Contact:

Hi JimStar,

The emissive texture node works well now ;) Thanks.

I tried to put an IES, but in standalone, I use a greyscale texture for that, here, tried all texture node, and the plugins not list ies files like in standalone.
Did something wrong or something weird ?

Thanks,

Matt
User avatar
JimStar
OctaneRender Team
Posts: 3812
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

MattRM wrote:Did something wrong or something weird ?
Yes.
Just disable the extensions filter in Blender file dialog.
MattRM
Licensed Customer
Posts: 199
Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
Contact:

Thanks ;)
Marten74
Licensed Customer
Posts: 86
Joined: Sun Mar 11, 2012 2:49 pm

Hello!

Could any one give me a tip on how the render pass motion vector works in the plugin. If it is implemented? I can only find it in the stand alone.

I exported an animation to Octane stand alone, but the animation of the camera did not transfer. Did I miss a setting some where, or is this an issue?

Thanks

::mb
Marten74
Licensed Customer
Posts: 86
Joined: Sun Mar 11, 2012 2:49 pm

Hello again,

Just noticed something strange. I was just posting a question about this when I figured it out. How ever I was setting the render and preview samples, it only rendered 128 samples. Now I realized that it is the max samples setting under motion blur that controls both render and preview quality. The funny thing is that it does not matter if motion blur is enabled or not...

A little bug perhaps?

::mb
amadinam
Licensed Customer
Posts: 17
Joined: Tue Oct 23, 2012 7:54 am

Normals inside-outside light.
AO Blender flip normals.png
Normals outside-light inside.
AO Blender.png
svet.png
3d max,Standalone in all good. Normal outside-light outside.
User avatar
Saramary
Licensed Customer
Posts: 147
Joined: Tue Jul 19, 2011 3:42 pm
Location: Auckland, New Zealand
Contact:

amadinam,
I've read your post 3 times but still cannot understand you and your problem. :?
Try to explain it a little bit clearer and we'd happy to help you.:)
Win 8.1 x64, i7-4930K 64GB, 2 x GTX-690
amadinam
Licensed Customer
Posts: 17
Joined: Tue Oct 23, 2012 7:54 am

1) Create a sphere
2) visible normals
3) apply the material emission
= down Light
1.png
4) flip normals = light up
2.png
3.png
4.png
pegot
Licensed Customer
Posts: 934
Joined: Mon Nov 07, 2011 3:44 am

I'm not entirely sure what your question is either amadinam. Are you saying that even though your normals are flipped, light is still escaping the emission object instead of being contained inside it? If that's your issue, I think it's because you have set your emission object to fully transparent (your opacity setting is 0).
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff

Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
Post Reply

Return to “Blender”