Search found 41 matches

by andw
Sat Nov 07, 2020 8:06 pm
Forum: Lua Scripting
Topic: Generic switch node
Replies: 7
Views: 12148

Re: Generic switch node


Good ideas! I made a change and updated the script in the OP.


Nice! :)
All works as expected. The only thing we lost is selecting option with mouse wheel. But it isn't useful (IMHO).
There is also one more issue: when scene file, containing these switch nodes is opened, their UI (in Node ...
by andw
Fri Nov 06, 2020 12:06 pm
Forum: Lua Scripting
Topic: Generic switch node
Replies: 7
Views: 12148

Re: Generic switch node

Very useful, many thanks! Now I can switch LUTs without losing sight of rendered image :)
A couple of UI/UX suggestions:
1. Is it possible to limit "Selected option" maximum value to selected "Number of options", not the maxCount=32 constant?
2. Can the "Selected option" control be implemented as ...
by andw
Tue Jun 18, 2019 5:09 pm
Forum: Commercial Product News & Releases (Download here)
Topic: OctaneRender™ Standalone 4.05 [current 4.xx]
Replies: 29
Views: 23161

Re: OctaneRender™ Standalone 4.05 [current 4.xx]

A tiny, but obvious issue :) : the inconsistencies in version information on window title, splash/about screen (4.04) and in file properties (File/Product version : 4.5.0.0 / 4.5.0.0)
by andw
Sat Nov 03, 2018 4:56 pm
Forum: Development Build Releases
Topic: OctaneRender™ 4 RC 7
Replies: 92
Views: 53369

Re: OctaneRender™ 4 RC 7 [latest version 4]

Save/load render state feature seems to be broken in this version. Saving state completes without errors, but when I try to load .ocr file, I've get an error message:
load-failed.png
Log window contents:

Started logging on 03.11.18 19:44:59
OctaneRender 4.00 RC7 (4000017)
couldn't find entry 1 ...
by andw
Tue Oct 30, 2018 6:47 am
Forum: General Discussion
Topic: Geforce RTX
Replies: 72
Views: 49168

Re: Geforce RTX

Just tested combination of GTX1080 and RTX2080, it seems to work fine in both Octane 3.08.5 and 4.00 RC7 (with latest nVidia drivers, Win7 x64) :)
by andw
Sat Oct 06, 2018 6:07 pm
Forum: General Discussion
Topic: Geforce RTX
Replies: 72
Views: 49168

Re: Geforce RTX

grain wrote:Wow, OK so YMMV but I just got my 2080ti and ran a little test (the octanebench doesn't want to work with the 2080ti).
OlaHaldor wrote:I have picked up my RTX 2080 Ti today. Octane 4 in LightWave and Modo works fine.
So, the Octane 4 (RC) is only version, which will work on RX2080/2080Ti ?
by andw
Sun Jul 22, 2018 1:40 pm
Forum: Commercial Product News & Releases (Download here)
Topic: OctaneRender™ Standalone 3.08.2
Replies: 29
Views: 23246

Re: OctaneRender™ Standalone 3.08.2 [current 3.xx]

Changing near clipping distance of the camera affects the functionality of the focus picker tool - the resulting focal depth value.
If near clip depth was set to 2.000, focal depth became, say 5.661; if it reset to 0.000 value, the focal depth became 3.663 (which is proper value for getting desired ...
by andw
Sun Apr 08, 2018 4:28 pm
Forum: Development Build Releases
Topic: sound signal
Replies: 3
Views: 1699

Re: sound signal

Elvissuperstar007 wrote:Whether it is possible to add what that a sound signal, about the termination of a render
Starting any user-selected external program (with command-line arguments) will be more universal... play sounds, send e-mails, whatever...
by andw
Sat Apr 07, 2018 11:29 am
Forum: Development Build Releases
Topic: OctaneRender™ Standalone 3.08 RC 3
Replies: 50
Views: 25964

Re: OctaneRender™ Standalone 3.08 RC 3 [latest 3.xx]

Strange fireflies in 3.08 RC3 Path Tracing (nothing similar was in 3.08 TEST 6 :? )
Rendering glossy material with opacity map, using HDRI environment lighting - a lot of fireflies appears. Some changes in Path Tracing?
FirefliesIssue.jpg
by andw
Tue Mar 20, 2018 5:54 pm
Forum: Development Build Releases
Topic: OctaneRender™ Standalone 3.08 RC 2
Replies: 26
Views: 17674

Re: OctaneRender™ Standalone 3.08 RC 2 [latest 3.xx]

abstrax wrote: [*] Fixed incorrect loading of HDR images that overflow 16-bit floating point numbers (see viewtopic.php?p=332369#p332369).
I can confirm it, all combinations of 16bit/32bit environment HDR bit depths and PT/PMC kernels gives now pretty same render output :)

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