Octane for Softimage 1.02 RC11 [Obsolete]

Forums: Octane for Softimage 1.02 RC11 [Obsolete]
Autodesk Softimage XSI (Developed by Face)

Octane for Softimage 1.02 RC11 [Obsolete]

Postby face » Sun Jul 27, 2014 5:51 am

face Sun Jul 27, 2014 5:51 am
This time only a small bugfix

Hope you still like it,
face

FIXED:

  • Rendering frame ranges is working, also with skip rendered frames.
  • Wrong numbering in Filenames is fixed.

ADDED:

  • File output can now be en/disabled.
  • Check for updates in the Menu is added. It´s possible to view changes and visit the OTOY forum for download.

CHANGED:

  • Online help will now open in NetView.

DOWNLOAD


MANUAL


INSTALLATION INSTRUCTIONS

    Please follow the installation instructions in the on-line manual.

NVIDIA DRIVER REQUIREMENTS

    This version requires video driver 337.xx or higher.
Last edited by face on Wed Sep 03, 2014 6:22 pm, edited 2 times in total.
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
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Re: Octane for Softimage 1.02 RC11 [Current]

Postby wireframex » Mon Jul 28, 2014 7:45 am

wireframex Mon Jul 28, 2014 7:45 am
Thanks Face
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Licensed: Softimage 2012 SP1 / Lightwave 2020.2.3 / modo 16.2
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Re: Octane for Softimage 1.02 RC11 [Current]

Postby ivom » Tue Jul 29, 2014 4:12 pm

ivom Tue Jul 29, 2014 4:12 pm
Is it possible to import materials from LiveDB or even better open materials stored from standalone version?

I've read somewhere here on forum(if my memory serves) that version 2.0 should have api for importing orbx archives, is this correct?

Thank you
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Re: Octane for Softimage 1.02 RC11 [Current]

Postby face » Wed Jul 30, 2014 8:20 am

face Wed Jul 30, 2014 8:20 am
Theoretical it should be possible, but at first, i want to implement other features.
The 1.5x can also import orbx files.

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Re: Octane for Softimage 1.02 RC11 [Current]

Postby ivom » Fri Aug 01, 2014 4:14 pm

ivom Fri Aug 01, 2014 4:14 pm
Hi,

I'm very unexpirienced Octane user please would you clarify to me two things.

I know that for using XSI plugin in full version you also need standalone license(I have both). Does this mean you need also Octane standalone installed on same machine you are using XSI plugin?

Is it correct if we have Octane 2.X standalone and I'm rendering inside XSI(plug ver. 1.02RC11), plugins reports OctaneRender version 1.55 (1550000). Is it because it is compiled using 1.55 SDK? and therefore it won't have 2.X features yet?

Also I'm experiencing some crashes with very simple scene (1 cube without texture), when I left render region open with XSI idling, XSI after while runs out of memory.Process monitor shows plenty of free ram. Maybe it needs more GPU RAM but I don't have any GPU RAM monitor(have you some favorite?) at the moment so it hard to say why need so many GPU RAM.

Thank you
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Re: Octane for Softimage 1.02 RC11 [Current]

Postby ivom » Fri Aug 01, 2014 5:10 pm

ivom Fri Aug 01, 2014 5:10 pm
Sorry to bothering you again.

Something is wrong with Texture_Mix node. Whenever I'm using it, material behaves like standard diffuse. When I debugging scene graph it doesnt translate texture_mix node at all. See attached picture.

Maybe it is not intended for mixing colors only in that case sorry for stupid post.

EDIT: I tried too emulate directly in Octane, where texture_mix can be connected only to material nodes. So it makes sense now as I said before beginners fault
Attachments
texture_mix.PNG
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Re: Octane for Softimage 1.02 RC11 [Current]

Postby face » Sat Aug 02, 2014 5:29 am

face Sat Aug 02, 2014 5:29 am
ivom wrote:I know that for using XSI plugin in full version you also need standalone license(I have both). Does this mean you need also Octane standalone installed on same machine you are using XSI plugin?

Hm, good question,
i think it is enough to have the license.

ivom wrote:Is it correct if we have Octane 2.X standalone and I'm rendering inside XSI(plug ver. 1.02RC11), plugins reports OctaneRender version 1.55 (1550000). Is it because it is compiled using 1.55 SDK? and therefore it won't have 2.X features yet?

Yes, thats correct. There are some missing features which aren´t implemented in the 1.x version. So i want to implement it first for the users which have payed for the 1.x version before i switch to 2.x.

ivom wrote:Also I'm experiencing some crashes with very simple scene (1 cube without texture), when I left render region open with XSI idling, XSI after while runs out of memory.Process monitor shows plenty of free ram. Maybe it needs more GPU RAM but I don't have any GPU RAM monitor(have you some favorite?) at the moment so it hard to say why need so many GPU RAM.
Thank you

Thanks for the info with the memory leak, will try to fix it.
A simple cube should ever fit in your memory.
GPU-Z is a good monitor. For windows 7 you can find some gadgets, when they are enabled on your system.

ivom wrote:Something is wrong with Texture_Mix node. Whenever I'm using it, material behaves like standard diffuse. When I debugging scene graph it doesnt translate texture_mix node at all. See attached picture.

You have a texture_mix and a material_mix. The first is only for textures, the other onyl for materials.
This is bad to handle in Softimage because they used the some output pins.

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Re: Octane for Softimage 1.02 RC11 [Current]

Postby ivom » Mon Aug 04, 2014 9:03 am

ivom Mon Aug 04, 2014 9:03 am
May I have another beginners question?

If I have modeled my scene where 1 unit is 10cm in reality should I set global scale to 10 or 0.1 for right Octane's result ? :roll:

Thank you
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Re: Octane for Softimage 1.02 RC11 [Current]

Postby face » Mon Aug 04, 2014 3:54 pm

face Mon Aug 04, 2014 3:54 pm
ivom wrote:May I have another beginners question?

If I have modeled my scene where 1 unit is 10cm in reality should I set global scale to 10 or 0.1 for right Octane's result ? :roll:

Thank you

Theoretical, yes.
But when you have no problems, there is no need to change it.

face
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Re: Octane for Softimage 1.02 RC11 [Current]

Postby abeoctane » Tue Aug 05, 2014 4:21 pm

abeoctane Tue Aug 05, 2014 4:21 pm
Hi face, I found a bug in the render passes, the render visibility attribute in the partitions is not working, neither the second ray visibility of the objects, I tried to hide some objects from the render and the only way was deactivating their primary rays, but they still spill color over the scene because you can´t hide them completely.
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