OctaneRender™ Standalone 1.17

A forum where development builds are posted for testing by the community.
Forum rules
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Post Reply
cfrank78
Licensed Customer
Posts: 328
Joined: Sat Nov 17, 2012 11:44 pm

If i take a material from the database and use the material picker, only a small line with material macro shows up in the node insepctor. Previously, i used 1.13, when i used the picker all material properties, even when used database materials where there and i could adjust the material. Now i have to doubleclick the material and a new register shows up. why is that? the previous workflow was much faster. Am i doing someting wrong?

Kind regards Chris!
User avatar
Elvissuperstar007
Licensed Customer
Posts: 2506
Joined: Thu May 20, 2010 8:20 am
Location: Ukraine/Russia
Contact:

cfrank78 wrote:If i take a material from the database and use the material picker, only a small line with material macro shows up in the node insepctor. Previously, i used 1.13, when i used the picker all material properties, even when used database materials where there and i could adjust the material. Now i have to doubleclick the material and a new register shows up. why is that? the previous workflow was much faster. Am i doing someting wrong?

Kind regards Chris!
+11111111111111111111111111111111111111111111111111111111111111111111111111
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
User avatar
bepeg4d
Octane Guru
Posts: 10323
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

i'm asking this since v1.14, i hope that they could find a better solution because the workflow is completely broken, it's a pain to fine tuning the materials :(
ciao beppe
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Thanks guys for your hard work!
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
User avatar
Seekerfinder
Licensed Customer
Posts: 1600
Joined: Tue Jan 04, 2011 11:34 am

Thanks Team Otoy.

I hold my breath every time with a release candidate, hoping for...
1. HDRI + SUN
2. Displacement maps

Any chance of even a roadmap hint on these?

Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
cfrank78
Licensed Customer
Posts: 328
Joined: Sat Nov 17, 2012 11:44 pm

i'm asking this since v1.14, i hope that they could find a better solution because the workflow is completely broken, it's a pain to fine tuning the materials :(
ciao beppe
Ok. So i did nothing do wrong. So why did they do this? This is.....completely......no words :cry: :?: :x

Worked all day in 1.17. Can´t handle this workflow, sorry guys. Went back to 1.13 now. Sorry!

Kind regards Chris!
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

cfrank78 wrote:
i'm asking this since v1.14, i hope that they could find a better solution because the workflow is completely broken, it's a pain to fine tuning the materials :(
ciao beppe
Ok. So i did nothing do wrong. So why did they do this? This is.....completely......no words :cry: :?: :x

Worked all day in 1.17. Can´t handle this workflow, sorry guys. Went back to 1.13 now. Sorry!

Kind regards Chris!
The reason of this change is to display the input pins of a macro node. Otherwise they would never be visible. A macro node is supposed to be a black box, with an interface specified by the input nodes.

Since there have been a few complaints (and we never listen to the users ;) ), we just merged some changes from our development branch into the stable branch. These will allow you to switch between the node graph connected to the output pin and the input pins. We are currently rebuilding the version and will upload it as soon that is done. I will let you know when the files have been updated.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

To sort out the macro node issues reported here a few times, Roeland merged some changes from the development branch into the stable branch. Now you can switch between two display modes for macro nodes:
macro_displaymode.png
If the node graph of a macro node contains input nodes (which are displayed as input pins on the node itself) the input pins will be displayed as default. This hides the internal node graph. Using the icon marked above you can switch to the node graph that is connected to the output node, hiding the input pins.

This change plus more stuff was planned for the next release after stable 1.20 and probably will make even more sense then, but hopefully it helps with the current problems, too.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
bepeg4d
Octane Guru
Posts: 10323
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

this is great, a big thanks, now the workflow is no more broken and is also easy to work with pins now :D
thanks again guys for the fast correction, very appreciated :)
ciao beppe
User avatar
gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

finally smooth interpolation and correct bump...
Hey, don't change the fresnel from 1 to 0 and viceversa too often because Karba has to create another script to invert this value for older scenes.
Please add a table of physical corrected index of refractions and abbe: air, water, diamond, etc. Many people don't know what the ior is.

Regards
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
Post Reply

Return to “Development Build Releases”