OctaneRender™ Standalone 2.15

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
daveyt
Licensed Customer
Posts: 122
Joined: Wed Aug 08, 2012 9:34 pm

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
gtx 580 3gb gtx 660ti 3gb win 7 blender 2.65
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 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.
itsallgoode9
Licensed Customer
Posts: 893
Joined: Thu Apr 03, 2014 9:04 am
Location: New York City
Contact:

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#L ... ty%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?
Intel i7-3930K, 64gb RAM, Asus X79 Deluxe mobo, 2x EVGA 780 6gb (for rendering), 1x PNY quaddro k4000 (for display)
Windows 8.1 x64, Maya 2014, Octane Render v2
eklein
Licensed Customer
Posts: 53
Joined: Wed Apr 09, 2014 5:59 am

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?
User avatar
abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

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.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
User avatar
abstrax
OctaneRender Team
Posts: 5508
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

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).
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
digitaluka
Licensed Customer
Posts: 6
Joined: Tue Jun 24, 2014 3:06 am
Location: Australia

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 :)
WIN 10 | 32GB Ram | Threadripper | RTX 2080ti - RTX 2060 - RTX 3060 | Blender
eklein
Licensed Customer
Posts: 53
Joined: Wed Apr 09, 2014 5:59 am

Thanks for explaining the exposure changes. It make sense that for plugins the automatic exposure conversion may not be possible.
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

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?

--
Roeland
Post Reply

Return to “Development Build Releases”