Octane still crashes on some scripts when you close the script.
I've narrowed down at least one problem when defining callbacks for tabs , i.e. once you've assigned code for a tab callback, the condition for crashing will occur in Octane versions after 2.06.
Open the Lua editor and paste the ...
Search found 17 matches
- Tue Oct 28, 2014 5:44 pm
- Forum: Development Build Releases
- Topic: OctaneRender™ Standalone 2.12.1
- Replies: 105
- Views: 49895
- Tue Oct 14, 2014 6:01 pm
- Forum: Development Build Releases
- Topic: OctaneRender™ Standalone 2.11.1
- Replies: 102
- Views: 38739
Re: OctaneRender™ Standalone 2.11.1 [latest 2.xx]
Marcus,
I just wanted to reiterate about the crashes when exiting Lua and report another bug that might be related. The scripts run and do what they are supposed to do. It's just if you ever try to close or end the script, Octane crashes.
Here is another Lua bug which might have do do with the ...
I just wanted to reiterate about the crashes when exiting Lua and report another bug that might be related. The scripts run and do what they are supposed to do. It's just if you ever try to close or end the script, Octane crashes.
Here is another Lua bug which might have do do with the ...
- Sat Oct 11, 2014 4:25 pm
- Forum: Development Build Releases
- Topic: OctaneRender™ Standalone 2.11.1
- Replies: 102
- Views: 38739
Re: OctaneRender™ Standalone 2.11.1 [latest 2.xx]
It seems like LUA is broken, at least on Win 64. To test the simplest scene, I use a sphere hooked to and render target. Each script I try crashes when closing the script with either 'exit' or clicking the X (window's close button).
Just have a look at the post above: http://render.otoy.com/forum ...
Just have a look at the post above: http://render.otoy.com/forum ...
- Fri Oct 10, 2014 3:10 pm
- Forum: Development Build Releases
- Topic: OctaneRender™ Standalone 2.11.1
- Replies: 102
- Views: 38739
Re: OctaneRender™ Standalone 2.11.1 [latest 2.xx]
It seems like LUA is broken, at least on Win 64. To test the simplest scene, I use a sphere hooked to and render target. Each script I try crashes when closing the script with either 'exit' or clicking the X (window's close button).
Here's the crash for the noise-generator.lua (version .11). Open ...
Here's the crash for the noise-generator.lua (version .11). Open ...
- Sat Sep 27, 2014 3:05 pm
- Forum: Development Build Releases
- Topic: OctaneRender™ Standalone 2.10
- Replies: 145
- Views: 89253
Re: OctaneRender™ Standalone 2.10 [latest 2.xx]
Wow! Thanks for the updates and all the work that went into them.
Also would like to report a bug — looks like the Lua imaging doesn't work anymore.
The noise-generator script shows a blank image in the widget for perlin, wood rings and cellular noise. When you close the script, Octane crashes with ...
Also would like to report a bug — looks like the Lua imaging doesn't work anymore.
The noise-generator script shows a blank image in the widget for perlin, wood rings and cellular noise. When you close the script, Octane crashes with ...
- Wed May 28, 2014 9:49 pm
- Forum: Commercial Product News & Releases (Download here)
- Topic: OctaneRender™ Standalone 1.54
- Replies: 39
- Views: 16118
Re: OctaneRender™ Standalone 1.54 [current stable]
Thanks Thomas,
I see what happened now. I went from 1.52 to 1.54 missing the important info.
I see what happened now. I went from 1.52 to 1.54 missing the important info.
- Wed May 28, 2014 2:03 pm
- Forum: Commercial Product News & Releases (Download here)
- Topic: OctaneRender™ Standalone 1.54
- Replies: 39
- Views: 16118
Re: OctaneRender™ Standalone 1.54 [current stable]
Thanks Roeland et al. for the update.
One thing to be noted that has changed but is not in the change log:
It appears that maxSamples regarding render calls has changed in Lua since the last update. Just wanted to make sure if this was intended though it surely effects any scripts relying on it ...
One thing to be noted that has changed but is not in the change log:
It appears that maxSamples regarding render calls has changed in Lua since the last update. Just wanted to make sure if this was intended though it surely effects any scripts relying on it ...
- Wed May 21, 2014 7:52 pm
- Forum: Blender
- Topic: Community Plugin 1.50 - fixed for Octane 1.5+
- Replies: 31
- Views: 21147
Re: Community Plugin 1.50 - fixed for Octane 1.5+
It appears that lines 139-141 in engine.py need to be changed to the following:
octaneCamera.P_POSITION = (position[0] * unitFactor, position[1] * unitFactor,position[2] * unitFactor)
octaneCamera.P_TARGET = (target[0] * unitFactor, target[1] * unitFactor,target[2] * unitFactor)
octaneCamera.P_UP ...
octaneCamera.P_POSITION = (position[0] * unitFactor, position[1] * unitFactor,position[2] * unitFactor)
octaneCamera.P_TARGET = (target[0] * unitFactor, target[1] * unitFactor,target[2] * unitFactor)
octaneCamera.P_UP ...
- Wed May 14, 2014 2:00 pm
- Forum: Lua Scripting
- Topic: Camera Path Animation
- Replies: 21
- Views: 19868
Re: Camera Path Animation
MB & gmillas,
Handling of space values for os.execute() is a bit tricky.
If you replace line 660 thru 671 in the latest script with the following, things should work.
Cheers
function ffmpeg()
if OUT_PATH == nil then
return 0
end
FORMAT=formatComboBox:getProperties().items[formatComboBox ...
Handling of space values for os.execute() is a bit tricky.
If you replace line 660 thru 671 in the latest script with the following, things should work.
Cheers
function ffmpeg()
if OUT_PATH == nil then
return 0
end
FORMAT=formatComboBox:getProperties().items[formatComboBox ...
- Wed Nov 16, 2011 2:51 pm
- Forum: Works In Progress
- Topic: OCTower
- Replies: 50
- Views: 33544
Re: OCTower
Octanerender running on a RenderStream VDACTr8 with 8 GTX 580 GPUs
http://www.youtube.com/watch?v=CZ1IRQTqMMY
http://www.youtube.com/watch?v=CZ1IRQTqMMY