OctaneRender™ Standalone 2.15

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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby daveyt » Tue Dec 16, 2014 11:24 am

daveyt Tue Dec 16, 2014 11:24 am
smicha wrote:
daveyt wrote:Thanks for the update otoy team,

I was wondering if was possible in a future release to be able to have a different viewing resolution to the rendered
res, ie when rendering at 4000x1000 in the view port its at 1000x500,

best regards

Daveyt



hold ctrl+ scroll


Thanks alot Smicha
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby manalokos » Tue Dec 16, 2014 2:59 pm

manalokos Tue Dec 16, 2014 2:59 pm
mixing textures that share the same UV box projection but differente UV scaling settings with more than 1 "mix texture node" makes all textures have the same size.
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby itsallgoode9 » Tue Dec 16, 2014 4:25 pm

itsallgoode9 Tue Dec 16, 2014 4:25 pm
abstrax wrote:
JeffGalloway wrote:Does the new exposure system have any relation to photographic EV?

I notice form this http://www.fredparker.com/ultexp1.htm#Light%20Intensity%20Chart chart that the EV for a sunny day should be 15.

I have to set the Octane exposure value to around 1 to get a proper sunny day exposure.

Not really. With this release we increased the exposure by about 40%, to make the texture environment exactly match the rendering at the normalized environment. If you then switch to the daylight environment you will see that the rendering is overexposed, because the daylight is way too bright compared to the texture environment. This ratio is pretty much just arbitrary. With next version we plan to correct that, i.e. the daylight system will be darker with the same power setting as before.

I will also put a little Lua script graph into the Lua scripting forum that allows you to apply an EV compensation like in a real camera.


Does this mean by default every scene will be 40% brighter even if it's not using the sky system?? If I am opening a scene built in an old scene, will i have to adjust exposure to get the same look?
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby eklein » Tue Dec 16, 2014 4:30 pm

eklein Tue Dec 16, 2014 4:30 pm
With the increase of exposure of 40% in 2.15.

Is their an easy way to fix the exposure of previously created scenes files? I am using the blender plugin.

With daylight exposure changing next release again. Which means that scenes that use daylight the lighting will have to be adjusted again. Is this correct?
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby abstrax » Tue Dec 16, 2014 7:53 pm

abstrax Tue Dec 16, 2014 7:53 pm
itsallgoode9 wrote:Does this mean by default every scene will be 40% brighter even if it's not using the sky system?? If I am opening a scene built in an old scene, will i have to adjust exposure to get the same look?

eklein wrote:With the increase of exposure of 40% in 2.15.

Is their an easy way to fix the exposure of previously created scenes files? I am using the blender plugin.

With daylight exposure changing next release again. Which means that scenes that use daylight the lighting will have to be adjusted again. Is this correct?


If you had a scene in 2.14 with the default exposure settings and a scene in 2.15 with the default exposure settings, then the 2.14 scene would be about 40% darker (or the 2.15 scene would be about 70% brighter). Since Octane implements a version conversion, older scenes will render exactly the same in 2.15 as before because the exposure will be converted during the loading.

Unfortunately not every plugin can use the version conversion of Octane and needs to implement the conversion in the plugin itself. I gave a description of what needs to be done in the SDK release notes. The Blender plugin doesn't convert older scenes, but I asked Jim to add it and he will look into it.
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby kavorka » Tue Dec 16, 2014 9:01 pm

kavorka Tue Dec 16, 2014 9:01 pm
I posted this in another thread, but wanted to post it here too:

It seems that the emission pattern node doesnt work properly. We get different results with 2.15 and 2.12.

We tried making a plane with a texture both as the diffuse and the emitter pattern. When we turned the power up, it looks like the emitter pattern doesn't use the planes UVs. if you rotate around it, the emitter pattern samples different parts of the image at different angles and also has a different scale.
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby abstrax » Tue Dec 16, 2014 10:11 pm

abstrax Tue Dec 16, 2014 10:11 pm
bepeg4d wrote:a couple of bugs in the osx version, at least on my system:
if you try to resize any window, octane stops to respond.
if you create a new material node, as soon as the material ball scene is loaded, octane stops to respond.
Schermata 2014-12-16 alle 10.36.46.jpg

ciao beppe

There seems to be an issue with the OpenGL viewport which got introduced with 2.14. We try to fix it with the next release. In the meantime, please use the software viewport (File -> Preferences... -> Application -> Viewport).
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby digitaluka » Wed Dec 17, 2014 2:17 am

digitaluka Wed Dec 17, 2014 2:17 am
Thanks that helped choosing Preferences - Application - Interface - Viewport - Software. I was looking around for someone who had a similar problem. Everything works as expected now :D :)
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby eklein » Wed Dec 17, 2014 3:14 am

eklein Wed Dec 17, 2014 3:14 am
Thanks for explaining the exposure changes. It make sense that for plugins the automatic exposure conversion may not be possible.
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby roeland » Wed Dec 17, 2014 4:49 am

roeland Wed Dec 17, 2014 4:49 am
manalokos wrote:mixing textures that share the same UV box projection but differente UV scaling settings with more than 1 "mix texture node" makes all textures have the same size.

What do you mean? Can you post a scene or a material showing this bug?

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