OctaneRender™ =VR= for Blender 3.03.4 - 10.7 Win [OBS]

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OctaneRender™ =VR= for Blender 3.03.4 - 10.7 Win [OBS]

Postby JimStar » Wed Oct 05, 2016 2:06 am

JimStar Wed Oct 05, 2016 2:06 am
This is a TEST version. It may have some bugs, please don't use it for production. Please report the bugs in a Bug Reports section of Blender forum.


OctaneRender™ =VR= for Blender plugin. Windows x64 version.
This version needs an active subscription! If you have a standard license - please use non-VR version instead.


The bundle consists from two parts:
1. OctaneRender™ Server
2. Blender - OctaneRender™ edition.

After starting OctaneServer it will take some time before the LiveDB tree and LiveDB material previews will be available from Blender - as OctaneServer caches the LiveDB data from remote server right after starting. But only the materials groups tree will be re-cached every time after server start, LiveDB material preview images will be cached only once - so only the very first OctaneServer start will need some more time before LiveDB tree will be available in Blender.
To stop the server - just right-click its icon in the tray.
After the server is run - you can start rendering (or open a rendered view) from inside Blender. Before the very first rendering you should fill in the server address.

You should use only OctaneRender materials inside Blender scenes - the plugin knows nothing about Blender specific materials and textures (about any Blender nodes, generally speaking).


FIXES AND NEW FEATURES SINCE LAST RELEASE

  • Imager disabler checkbox is back (same as in 2.X branch).
  • Improved interactive session responsiveness, obviated flicker in some cases.
  • Fixed crash on some scenes, specific for OSX.
  • Fixed render-preview autofocus issue.
  • Fixed network rendering "daemon flickering" issue.
  • Added a temporary workaround to fix Octane engine issue. When rendering some geometry (e.g. having concave polygons, like in "Ocean" modifier result) inside Blender and when exporting the same geometry data into standalone - it may look slightly different due to different triangulation of polygons by Octane engine in these different cases. I've let it know to engine guys, but for now I've implemented a quick workaround: you can explicitly choose the winding order for some meshes affected by this. By default it is "Clockwise" (and does not need to be touched in most cases), but if you have wrong render result either in Blender or after export the scene to standalone - you can change it to "Counterclockwise" for affected geometry...
  • Implemented support of Blender's auto-smooth "Angle" parameter. Usable if you have a "Smooth" enabled in octane material and need to exclude some bigger angles from smoothing. Now if you have "Auto Smooth" checkbox enabled, Blender's normals are not used by Octane engine - it generates own normals based on given angle.
  • Minor fixes and improvements...

You can read about new features of OctaneRender™ 3.0 here:
viewtopic.php?f=33&t=51679


DOWNLOAD (both distributives must be reinstalled, they depend on each other)

Blender Octane Edition - 10.7 (2.77a)
Octane Server =VR= - 3.03.4 - 10.7

If you need to see the changelog of current rendering core, or download standalone installer to get network slave and daemon please find it here:
viewtopic.php?f=24&t=56093


Please, if you decided to report a bug:

- Don't post in Blender section the reports about how Octane engine works - use the Octane Standalone forum sections for that.
- Give a meaningful description about what you think is wrong and how to reproduce it (in addition to screenshots if any). I can't solve the "one screenshot" rebuses without any meaningful description...
- If you use Google-translator to post here - check please what you got before posting it, and edit it before posting. Ask your friends to check it if you don't speak English.
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JimStar
OctaneRender Team
OctaneRender Team
 
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