OctaneRender™ Standalone 2.12.1

A forum where development builds are posted for testing by the community.
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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.
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stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

zivko wrote:
stratified wrote:
manalokos wrote:We us the batch render ignores the check boxes and renders all nodes.
Will be fixed in the next release. Here's already an updated version of the script:
batch-rendering.lua
cheers,
Thomas
is it possible to add batch render script to save render passes too, not just main view? if it can be done already, pls explain me the process as only main view is saved when i use batch. thx
Yes, we'll add that. Just have to find some time.

cheers,
Thomas
pegot
Licensed Customer
Posts: 934
Joined: Mon Nov 07, 2011 3:44 am

because of the lack of Nvidia cards in the new Macintosh will Otoy continue to develop on osx?
The new Mac Pro is the very reason I built myself a Hackintosh last year for Octane rendering! I would be very interested in hearing about Otoy's intentions regarding continued OS X Support. I imagine, though, that anyone who is both serious about GPU CUDA based rendering AND who also wants to stay on the OS X platform will simply do what I have done in going the Hackintosh route. Since a single Octane license includes Windows and Linux installs it is easy to have a dual boot system in case things break on the Mac side.
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Network rendering:
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geo_n
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Posts: 350
Joined: Tue Feb 02, 2010 5:47 am

abstrax wrote: [*] Fixed self-shadowing of objects with matte material.
[*] Fixed incorrect weighting of environment and light shadows on the matte material.
What is the second fix for?

Objects and octane lights that have been set to not cast shadows are casting shadows on matt material. This is a big bug for people doing compositing.
Also how would people use skydome environments in octane without it casting shadows on matt materials if the not cast shadow is broken?

Image
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BorisGoreta
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I really need displacement+bump to work, just because I find myself wanting to use it in production very often. To get very fine detail you need to use high octane displacement levels and if the area covered with the displacement image is big you can't have details in it unless the image map is huge.
geo_n
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BorisGoreta wrote: need displacement+bump to work

+ 1
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BorisGoreta
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It kind of works now as it is, it is just that sometimes it gives some smoothing errors which are quite visible, it just needs a little bit of code tuning. :D
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MB
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Network Rendering Issue.

From version 2.06 and after, I am not seeing any devices listed in the Daemon Overview Panel on the Network Rendering Tab of the Preferences Dialogue. Nor is there any information in the status area of the main window about GPU's and Slaves. It all works fine at version 2.0.

Is anyone else having this issue? has the software changed and providing feedback differently?

thx

mark
Windows 11, 2x Intel I9, 64GB Ram, 2x GTX 1080 TI, 1 x RTX 380 TI, Oculus Quest 2
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FrankPooleFloating
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Joined: Thu Nov 29, 2012 3:48 pm

Otaaay, I have had much time to think about our masking/zero alpha woes while I have been away the last couple weeks...

Marcus/Thomas, would it not be possible to simply add a zero alpha property to the Object Layer node?... Maybe this would be something that even geo_n could get behind, since it has nothing to do with Matte and presumably Passes. To recap, there are some of us who would really, really like to be able to save out PNG32 with holes where zero alpha surfaces exist, but would still cast shadows/reflections etc, when those are enabled - and obviously respect DOF.

Please advise.
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grimm
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Location: Spokane, Washington, USA

Been doing some tests with animation and came across a problem with emitters. I set up a simple scene in Blender with a moving spot light. The spot light is a cylinder with one end removed. I placed a square plane within as a light source and set it up as a diffuse emitter with a power of 2000. I then parented both to a path so it would swing around the scene.

If I set the emitter plane to "movable proxy" and rendered the animation in the Blender plugin the light would start out bright and then rapidly dim. If I set the mesh type to "global" it works fine and the brightness stays constant through out the animation.

This was fine until I tried to export the animation out as a Alembic file. Now when I render the animation in standalone (2.12.1) the emitter has the same behavior that it had when set to "movable proxy". The light starts out bright and by the 3rd frame dims to almost dark. As the rendering continues the emitter power appears to jump around randomly brightening and then dimming but never as bright as it was on the first two frames.

I'm not animating the emitter power so I'm not sure what is going on?

Thanks,
Jason
path.blend
(1.19 MiB) Downloaded 259 times
pathanim.ocs
(38.25 KiB) Downloaded 267 times
alembic_export.abc
(15.47 MiB) Downloaded 258 times
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roeland
OctaneRender Team
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Joined: Wed Mar 09, 2011 10:09 pm

That looks like a bug in the render engine in how it handles emissions on animated meshes. I assume the attached file was exported with the light source set to "global"? Have you tried exporting the scene with the light source set to "movable proxy"?

--
Roeland
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