OctaneRender™ Standalone 2.01 - updated
Any ideas?
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
Hi, As there is only one object,I think that you just imported it at the center of the 3D world. It is a critical point, especially with planes. Just try to move it just few millimeters up or down...
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
1. It's not on our road map. What are you trying to achieve? In a lot of scenes if an object doesn't receive direct light it will be very dark or almost black. If you need an object with a constant colour independent of illumination, use a texture emitter with low power on a black diffuse material.enricocerica wrote:Some suggestions,
1.Is it planed to add an option on the object layer to allow an object to not receive light from any source ?
This is really needed to be able to add a back plane and to avoid over lit areas.
2.When having very messy node graphs it's quite difficult to localize the object on which a selected material is plugged. A key press like the dot in Blender which automatically displays the graph area with the selected material pin would really avoid looking all around to find it
Edit :
3.Forgot this, is it possible to enable a placement to be shared by several objects, for instance I use characters billboards and this would be really helpful to be able to rotate them all together to match the camera.
2. You can right-click in the node inspector on the node icon left of the node name, and choose "Show in graph editor", But there is no hot key.
3. You can hook up one transform node to multiple placement nodes. For billboards however you will need slightly different rotations depending on where they are in the scene.
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Roeland
I had a look at your example scene and the counts are correct, but reported for the wrong texture types: Greyscale LDR images are reported as RGBA HDR images. and RGBA HDR images are reported as Greyscale LDR images. It will be fixed in the next release.ROUBAL wrote:Hi, I am experimenting with 2.01. Great work guys ! Thank you for the wonderfull new features.
Well, I have seen two weird things. As I have not had time to read everything on the forum these past days, I don't know if it has been already signalled :
No textures limit is great, but I have noticed something weird in the textures count :
My current project uses :
1 LDR RGB JPG for environment.
1 LDR RGB BMP for diffuse Color.
1 LDR RGB BMP (declared as Greyscale in Octane) for Bump.
1 LDR RGBA PNG (declared as Greyscale in Octane) for Specularity and Alpha.
And Octane sees :
2 LDR RGB.
4 HDR RGB.
In case you were wondering: LotusElan_COLOR.bmp and LotusElan_SPEC.png were both used as RGBA (e.g. in the diffuse channel) and as greyscale image (in bump channel), which is why they are counted twice.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Your geometry may be exported as double sided polygons, i.e. for every polygon there are two polygons in the object file with the normals facing the opposite side. Otherwise can you send us the OBJ file so we can have a look?Dmi3ryd wrote:Hello everyone. Could you please tell me, how can I remove strange artifactct from geometry?
https://www.dropbox.com/s/zqkvfw8dgpwpc ... -41-43.png
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Roeland
Thanks for reporting. We are currently looking into it and it will be fixed with the next release.resmas wrote:Hello there, if I open projects from 2.0 and 1.55 in the new 2.01 all the greyscale images are not loaded. I cant reload them because some of the materials are from LiveDB so I don't know where are the textures.abstrax wrote:This will be fixed with the next release.Vue2Octane wrote:There seems to be an issue in 2.01 with opacity map and obj import.
In v1.55 and v2.0 obj import and default greyscale image for opacity map is ok, but in 2.01 I have to reload as RGB image. Have all three versions installed and checked with all of them.
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Where are stored the textures from a material downloaded from LiveDB?
Well I think this is the same problem that was reported. All goes well in the older versions.
Cheers
resmas
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
There is a functionality that was lost in 2.xx
When applying values I would input a number and use the TAB key to apply a value to the next box. i.e.
Applying 0.1 to x scaling and 0.1 immediately to y scaling.
Now we have to click on the bar with the right mouse.
TAB key should make it able to input values directly onto the next box.
When applying values I would input a number and use the TAB key to apply a value to the next box. i.e.
Applying 0.1 to x scaling and 0.1 immediately to y scaling.
Now we have to click on the bar with the right mouse.
TAB key should make it able to input values directly onto the next box.
We've reported it earlier.manalokos wrote:There is a functionality that was lost in 2.xx
When applying values I would input a number and use the TAB key to apply a value to the next box. i.e.
Applying 0.1 to x scaling and 0.1 immediately to y scaling.
Now we have to click on the bar with the right mouse.
TAB key should make it able to input values directly onto the next box.
+1
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
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