OctaneRender™ for Blender 1.20.1 - 1.1 beta [OBSOLETE]

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
Alain
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aLeXXtoR wrote: But I think that the feature should stay - it's pretty handy.
What in detail is handy about it ? :-)

Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
myclay
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would it be ok to post questions here regarding material creation :?:

possible Bug? regarding Renderpreview;

When you have pressed Render and are using Renderpreview again and are still within the cam and scrolling out or in or panning to the side you can move the preview and you are somehow able to see the Pixel length of the image without the correct view from the camera

outside of Camera you won´t be able to pan or move the renderpreview anymore.
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octane blender no camera  .png
octane blender insde of camera  bug.png
octane blender camera inside .png
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JimStar
OctaneRender Team
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Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

myclay wrote:would it be ok to post questions here regarding material creation :?:

possible Bug? regarding Renderpreview;

When you have pressed Render and are using Renderpreview again and are still within the cam and scrolling out or in or panning to the side you can move the preview and you are somehow able to see the Pixel length of the image without the correct view from the camera

outside of Camera you won´t be able to pan or move the renderpreview anymore.
Yes, I already wrote somewhere about it, perhaps just in closed alpha-testing threads... Will try to explain here.
You got this behavior due to camera view is shifted inside viewport. In this case there are only two ways for the plugin to fill the resulting gaps on sides of image
- change the FOV accordingly and render the much bigger image and not use rest of this image which is obscured by viewport
- get the same exact shifted region of the image from the engine
But the Octane engine, as you know - does not support region render so far. So, the second approach is unpossible.
And the first approach - can increase the render time by few times when the shift is high enough...

So, so far - it is only the compromise solution when you use viewport camera shifting...
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JimStar
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Alain wrote:The following seems to be a Bug too.

In some cases "Render Region" does render only a part of the selected region, see here:
Did not find out yet when this happens.

Edit:
And when I render with F12 then it renders something completely wrong, see comparison here:
Can you give me the scene, where it can be reproduced?..
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aLeXXtoR
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Alain wrote:What in detail is handy about it ? :-)
Hmm... Somewhy earlier I decided that it speeds up render time, calculating just the area. Now I see that it isn't so. So, my mistake.
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JimStar
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Next version HERE.;)
Alain
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Thanks.

I hope I will not be strain to mutch on your nerves this time ;-)

Kind regards
Alain
Intel Pentium 2.8 GHz 2 Cores, 8 GB RAM, GeForce GTX Titan 8GB, Blender 2.72b, Win 7 64 Bit
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