Free Octane Studio Tools - just updated for v3 alpha!

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Re: Free Octane Studio Tools - just updated for v3 alpha!

Postby aoktar » Mon Jun 26, 2017 6:28 pm

aoktar Mon Jun 26, 2017 6:28 pm
parsanice wrote:I see. Yes that fixed the problem! Thank you.
Will you undo the maxlimit in next releases?

I have fixed it in codes by avoiding the exceeding of limits. But i have to wait until 3.07 sdk for new release. We may have some good addons.
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Re: Free Octane Studio Tools - just updated for v3 alpha!

Postby parsanice » Mon Jun 26, 2017 8:04 pm

parsanice Mon Jun 26, 2017 8:04 pm
aoktar wrote:
parsanice wrote:I see. Yes that fixed the problem! Thank you.
Will you undo the maxlimit in next releases?

I have fixed it in codes by avoiding the exceeding of limits. But i have to wait until 3.07 sdk for new release. We may have some good addons.

That sounds good. I can make the change in the softboxes and add it back to the content browser until the new release.
Thank you for your help! Really appreciate it.
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Re: Free Octane Studio Tools - just updated for v3 alpha!

Postby sbstnc » Tue Jul 11, 2017 7:13 am

sbstnc Tue Jul 11, 2017 7:13 am
Hi,
I am having the same issue, I used the studio tools in a project about a year ago, and now need to revise some things for a 2nd delivery.
I changed the mesh number on the lights from 3 to 1 as suggested, but still have the crash.
MacOSX 10.12.4, C4DR18, Octane 3.06.2, 2x980Ti.
Scene and bug report attached. (default loaded from one of the presets). Changed the lights to mesh 1 and 0, still crashes.
I have the octane_log_flags.txt in the app folder but it doesn't seem to be outputting anything.

Thanks
Scott
Attachments
testscene.zip
Test scene (default loaded from studio tools, mesh numbers changed to 1) and bug report
(287.42 KiB) Downloaded 116 times
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Re: Free Octane Studio Tools - just updated for v3 alpha!

Postby sbstnc » Wed Jul 12, 2017 1:55 am

sbstnc Wed Jul 12, 2017 1:55 am
Answering this here for others just in case, thanks to Parsa for clueing me in.
I totally forgot some of the tags were hidden in the layers, so there were Octane tags I missed when setting the mesh numbers back to 1. Unhide, set all back to 1 and it renders fine first time.
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