
some news from the ongoing frontier
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afaik 1.5 isn't out yet. in other words to implement new stuff i need to use a stable sdk version. porting from 1.2 to 1.5 happens in parallel...bblogoss wrote:It's good to finally have an update soon but it seems it will be compiled with 1.2 version just when 1.5 will be out
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
had unfortunately
to spend a few days without coding, now here is some news static and in motion:
[vimeo]http://www.vimeo.com/80969364[/vimeo] the images menu greatly expanded...
- keeps a bunch of recently loaded images at hand, as well as recently used folders
- has the ability to add a bunch of often used maps to a presets menu (ies, environment and general maps using their own lists)
- watching/autoupdates for external changes can be chosen for any map now (and works more reliably*)
- the plugin has now its own image processing which allows to handle any file type that octane can use, so previews are possible for .hdr, .exr, .psd and other more exotic formats; and this means they can also be resized in the textures tab
- the previous image menu with alphabetic sorting is now a sub menu, in addition maps are also shown grouped by the objects that use them
- addtional infos: on the image button: eye icon means the image is currently watched, when resized the current factor is written in front of the file name
all in all getting a texture map from the scene or from disk should be as low on clicks as possible.
*) i.e. photoshop doesn't overwrite files, it actually deletes the original and copies a temporary save file in place - in the current version this might have disconnect the file watcher esp. when this took some time.
btw, speaking of photoshop: to be prepared for some exciting octane 1.5 news i'm currently making myself comfortable with the photoshop sdk

[vimeo]http://www.vimeo.com/80969364[/vimeo] the images menu greatly expanded...
- keeps a bunch of recently loaded images at hand, as well as recently used folders
- has the ability to add a bunch of often used maps to a presets menu (ies, environment and general maps using their own lists)
- watching/autoupdates for external changes can be chosen for any map now (and works more reliably*)
- the plugin has now its own image processing which allows to handle any file type that octane can use, so previews are possible for .hdr, .exr, .psd and other more exotic formats; and this means they can also be resized in the textures tab
- the previous image menu with alphabetic sorting is now a sub menu, in addition maps are also shown grouped by the objects that use them
- addtional infos: on the image button: eye icon means the image is currently watched, when resized the current factor is written in front of the file name
all in all getting a texture map from the scene or from disk should be as low on clicks as possible.
*) i.e. photoshop doesn't overwrite files, it actually deletes the original and copies a temporary save file in place - in the current version this might have disconnect the file watcher esp. when this took some time.
btw, speaking of photoshop: to be prepared for some exciting octane 1.5 news i'm currently making myself comfortable with the photoshop sdk

„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Oh.. that looks... lovely! 
Thanks for the news... Although... News like this... they work more as a torture...

Thanks for the news... Although... News like this... they work more as a torture...

Birdovous
Master: Core i7 2600K, 32GB RAM, 2x EVGA GTX Titan X (SC)
Slave 1: Core i5 4460, 16GB RAM, 2x EVGA GTX 1080 Ti SC2
Slave 2: Core i7 9700K, 64GB RAM, 2x ASUS RTX 2080 Ti
Master: Core i7 2600K, 32GB RAM, 2x EVGA GTX Titan X (SC)
Slave 1: Core i5 4460, 16GB RAM, 2x EVGA GTX 1080 Ti SC2
Slave 2: Core i7 9700K, 64GB RAM, 2x ASUS RTX 2080 Ti
- withgoodman
- Posts: 19
- Joined: Tue May 21, 2013 2:10 am
When should I update officially?
I will expect too much.
I will expect too much.
sorry, i can't give a date - it's like predicting an earthquake. the only thing beyond question is, that there will be one...withgoodman wrote:When should I update officially?
wellwithgoodman wrote:I will expect too much.

google translate might have done wrong with this sentence (or maybe not

„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Fri Sep 05, 2014 2:59 am, edited 1 time in total.
The real-time texture painting looks amazing.t_3 wrote:had unfortunatelyto spend a few days without coding, now here is some news static and in motion:
[vimeo]http://www.vimeo.com/80969364[/vimeo] the images menu greatly expanded...
- keeps a bunch of recently loaded images at hand, as well as recently used folders
- has the ability to add a bunch of often used maps to a presets menu (ies, environment and general maps using their own lists)
- watching/autoupdates for external changes can be chosen for any map now (and works more reliably*)
- the plugin has now its own image processing which allows to handle any file type that octane can use, so previews are possible for .hdr, .exr, .psd and other more exotic formats; and this means they can also be resized in the textures tab
- the previous image menu with alphabetic sorting is now a sub menu, in addition maps are also shown grouped by the objects that use them
- addtional infos: on the image button: eye icon means the image is currently watched, when resized the current factor is written in front of the file name
all in all getting a texture map from the scene or from disk should be as low on clicks as possible.
*) i.e. photoshop doesn't overwrite files, it actually deletes the original and copies a temporary save file in place - in the current version this might have disconnect the file watcher esp. when this took some time.
btw, speaking of photoshop: to be prepared for some exciting octane 1.5 news i'm currently making myself comfortable with the photoshop sdk
news of the day: i'm just posting this from my new hackintosh on 10.9.1 - studio, octane, xcode and the like up and running, and the first plugin build showed a little less than 1000 build errors 
there is one particular thing that for sure won't be available in the first mac version, and this is the card(s) temperature display/cooldown feature, since there is no driver api for osx available from nvidia, means i need to find another way to do this. there are a few other things i had used the windows api directly like delete key interception and mouse wheel interception to provide viewport/nge zooming, but i have already portable replacements working in the windows version, and anything else is just a matter of time
and, btw, it looks like i'll have a test build (of the new windows version) ready by the end of this week ...

there is one particular thing that for sure won't be available in the first mac version, and this is the card(s) temperature display/cooldown feature, since there is no driver api for osx available from nvidia, means i need to find another way to do this. there are a few other things i had used the windows api directly like delete key interception and mouse wheel interception to provide viewport/nge zooming, but i have already portable replacements working in the windows version, and anything else is just a matter of time

and, btw, it looks like i'll have a test build (of the new windows version) ready by the end of this week ...
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400