OctaneRender™ Standalone 2.00

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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby abstrax » Tue Jun 10, 2014 9:37 am

abstrax Tue Jun 10, 2014 9:37 am
smicha wrote:
bepeg4d wrote:Here is a simple example in .orbx format of rendom color node assigned to some cloned cubes:

ciao beppe


beppe,

I am not talking about random colors - it is obvious. I am talking about random transform values, i.e., I want to move,rotate or scale texture over instances randomly in certain direction. So I would expect a node that allows me to set: min, max, step (optional), seed.

Let me give a short example: I have a 1x1x1 meter cube and I want to move an image texture over it in X direction randomly, but no more than 30cm to the left, 50 cm to the right, by +-5cm step randomly (using uniform distribution). So I would enter into the random value node: -0.3 (min), +0.5 (max), 0.05 (step), 0 (seed).

This is what I mean by random values.

That's not possible, the random color texture is a texture and not a value. It's for coloring instances randomly.
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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby abstrax » Tue Jun 10, 2014 9:41 am

abstrax Tue Jun 10, 2014 9:41 am
glimpse wrote:
smicha wrote:Just bought the update - huge thank you guys for your hard work.

Region render - is it natural that when I select a tiny region, speed of rendering drops dramatically - even 10 times?


maybe they cheeted here: You know all they make is just mask for us to think that it's region render =) when all it's is not showing periferal (unselected) piece in action =DDD

Cruel Joke, sorry, let's check =)

Please read the release notes and also see here: viewtopic.php?p=188112#p188112
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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby smicha » Tue Jun 10, 2014 9:45 am

smicha Tue Jun 10, 2014 9:45 am
abstrax wrote:
smicha wrote:
bepeg4d wrote:Here is a simple example in .orbx format of rendom color node assigned to some cloned cubes:

ciao beppe


beppe,

I am not talking about random colors - it is obvious. I am talking about random transform values, i.e., I want to move,rotate or scale texture over instances randomly in certain direction. So I would expect a node that allows me to set: min, max, step (optional), seed.

Let me give a short example: I have a 1x1x1 meter cube and I want to move an image texture over it in X direction randomly, but no more than 30cm to the left, 50 cm to the right, by +-5cm step randomly (using uniform distribution). So I would enter into the random value node: -0.3 (min), +0.5 (max), 0.05 (step), 0 (seed).

This is what I mean by random values.

That's not possible, the random color texture is a texture and not a value. It's for coloring instances randomly.


So Marcus I am begging you (literally) please add random float/int values nodes. Here is my proposition of how it might look like.
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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby gonzohot » Tue Jun 10, 2014 9:47 am

gonzohot Tue Jun 10, 2014 9:47 am
Ok, I just bought it and first tests are very good...

I was just wondering about network rendering:
I saw i need an activated license on EACH slave computers, right? That's bad news because it means +299€ for each slave in order to use it :( I wanted to use one extra workstation + my laptop (GTX 780M 4 go) but i have to pay 2 licenses more for this even if using other computers just like slaves... A Free distributed rendering for a fixed number of slaves would be a lot better option in my opinion or a slave license at reduced price... What do you think guys and at OTOY ?

My other question is: do I also need an activated 3dsmax plugin (or any plugin else when available) on each slaves ? In that case the current network rendering won't clearly be competitive at all: I mean 99+299+299+39+39=775€ for using octane 2.0 on 3 computers! that's a lot !

Please consider an alternate solution for single users and then we can have the best of all that great octane 2.0 new features...

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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby lixai » Tue Jun 10, 2014 10:24 am

lixai Tue Jun 10, 2014 10:24 am
it's funny how Random Color Texture doesn't actualy do any random color, it's only random Lightness
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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby Area D » Tue Jun 10, 2014 10:55 am

Area D Tue Jun 10, 2014 10:55 am
gonzohot wrote: A Free distributed rendering for a fixed number of slaves would be a lot better option in my opinion or a slave license at reduced price... What do you think guys and at OTOY ?


Absolutly +1
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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby DayDreamer » Tue Jun 10, 2014 10:56 am

DayDreamer Tue Jun 10, 2014 10:56 am
Thanks for all the hard work :) Wonder if there are some undocumented features 8-)
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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby BorisGoreta » Tue Jun 10, 2014 11:15 am

BorisGoreta Tue Jun 10, 2014 11:15 am
Can we have 12+ GPUs at once if we have more licenses ?

Is varied hair thickness supported by the engine ( can we define hair thickness per hair strand ? )
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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby smicha » Tue Jun 10, 2014 11:19 am

smicha Tue Jun 10, 2014 11:19 am
abstrax wrote:
smicha wrote:
bepeg4d wrote:Here is a simple example in .orbx format of rendom color node assigned to some cloned cubes:

ciao beppe


beppe,

I am not talking about random colors - it is obvious. I am talking about random transform values, i.e., I want to move,rotate or scale texture over instances randomly in certain direction. So I would expect a node that allows me to set: min, max, step (optional), seed.

Let me give a short example: I have a 1x1x1 meter cube and I want to move an image texture over it in X direction randomly, but no more than 30cm to the left, 50 cm to the right, by +-5cm step randomly (using uniform distribution). So I would enter into the random value node: -0.3 (min), +0.5 (max), 0.05 (step), 0 (seed).

This is what I mean by random values.

That's not possible, the random color texture is a texture and not a value. It's for coloring instances randomly.



Marcus,

This is a very convoluted way of how I managed to randomly move textures over instances. This should not be the case. A simple random float value would be so useful.

PS. Change the seed to see how it is working.
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Re: OctaneRender™ Standalone 2.00 [current 2.xx]

Postby aoktar » Tue Jun 10, 2014 11:54 am

aoktar Tue Jun 10, 2014 11:54 am
lixai wrote:it's funny how Random Color Texture doesn't actualy do any random color, it's only random Lightness


not funny i think;)
Pls link RandomColor to input any texture. Ex. to a gradient node and see the colors
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