OctaneRender™ for Blender 1.20.1 - 1.2 beta [OBSOLETE]

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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby megacal » Fri Aug 30, 2013 9:02 pm

megacal Fri Aug 30, 2013 9:02 pm
MyClay,
thanks for the work-around suggestions. I may try them.

JimStar,

this screen shot is what I would like to see if possible(?).....Rendered camera view, and the other 3 views with widgets we can adjust.....and camera view would update as it does now.

Thanks! :)
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby afecelis » Fri Aug 30, 2013 11:47 pm

afecelis Fri Aug 30, 2013 11:47 pm
I was finally able to purchase Octane Blender and I'm totally blown away! It's a match made in heaven, congrats and thanks to the dev team for making our lives happier ;)
However, I do know it's still a beta and there are many things to improve, but overall it's working great and the team has done a great job porting the different options to blender's UI.
I'd like to know if you guys can help me with a couple of things.
1. Octane's camera render is not matching my blender camera, how can I make them the same?
Image
2. Will we be able to use the material database?
3. The only way to save our images is to stop the rendering process and then save it? To render an animation, when would each frame be saved, when samples are done?

I'll keep on asking more stuff here as doubts arise while working.

regards,
Alvaro
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby megacal » Sat Aug 31, 2013 3:01 am

megacal Sat Aug 31, 2013 3:01 am
Hi Alvaro,

I agree, OctaneRender for Blender is a huge improvement in workflow and
time saver...a very good buy.

3. The only way to save our images is to stop the rendering process and then save it? To render an animation, when would each frame be saved, when samples are done?


In theOctane Kernel settings, did you set the max number of samples for the render and/or for the preview?

I set it to 200 for the render, and 100 for the preview just for time sake, but 200 looks pretty good for my animation. ;)
(disregarding all the fireflies on the floor)
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby Synthercat » Sat Aug 31, 2013 8:52 am

Synthercat Sat Aug 31, 2013 8:52 am
Just got a new PC! (770 + my "old" 460)
Just got Blender Octane too!

I need to learn this thing cause I never did liked the blender nodes (although a blender fanatic)

but...

I realized the blender version you compiled is NOT the multithreaded version! ARGHHHHH please change that ASAP!
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby afecelis » Sun Sep 01, 2013 12:22 am

afecelis Sun Sep 01, 2013 12:22 am
As I said, as I work and find stuff to ask I'll post it here so here we go!
Alpha leaves, no problem in Octane standalone, use a white and black (yup the opposite of the usual) image of the leaves in the opacity channel to mask them out:
Image

But I haven't been able to achieve it in blender, nor have I found a node for opacity :( any ideas?
Oh yes, and please don't forget about my camera question ;)

I also just tried the beta for linux and it's working great as well, this is all so exciting! I still don't know where it finds the installed/authorized octane standalone in the system as it nevers asks for a path to the installed version on the system, I feel as if it's using an online-streaming version of Octane, hence the server application and the bigger lag in the viewport compared to standalone? ;)

thanks, and JS Congrats! you're a genius, never would I've thought someone with your cool looks would be so smart! ;) I don't mind having Otoy compile the blender versions for each new release, as a matter of fact, I think it would guarantee quality control and that the product matches the specific needs of the engine, instead of having tons of improper builds all over the net.

regards, and thanks for any help guys!
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby afecelis » Sun Sep 01, 2013 2:10 am

afecelis Sun Sep 01, 2013 2:10 am
OK, I found where opacity is, so I hooked up my BW texture there, however, the resul is not as expected :(
Image

If anyone knows how to fix this please let me know.

regards,
ALvaro
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby afecelis » Sun Sep 01, 2013 2:46 am

afecelis Sun Sep 01, 2013 2:46 am
I found out what my error was! :D
I was using an "octane alpha image tex" for the bw image, hence the weird efefct. It had to be another "octane image tex" node!
Image

now we all sing "happy, happy, joy, joy!" :D
http://www.youtube.com/watch?v=5pWVlHdHQhs

Image
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby matej » Sun Sep 01, 2013 8:54 am

matej Sun Sep 01, 2013 8:54 am
How do I set the same scale for several textures with one input node? Nothing seems to work:

scale-test.png


The Value node from Blender would be the most appropriate input in this case.

The ScaleY input in the Octane Image Tex node also doesn’t seem to have any influence? Only uniform scale is possible?
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby myclay » Mon Sep 02, 2013 7:43 am

myclay Mon Sep 02, 2013 7:43 am
Is there a way or an option to combine the light information of an Hdri with the Daylight ?
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combine hdri with daylight.png
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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]

Postby mib2berlin » Mon Sep 02, 2013 9:46 am

mib2berlin Mon Sep 02, 2013 9:46 am
Hi myclay, it is not possible to use features in Blender the Standalone not support.
@matej, Octane for Blender don´t support any Cycles or Blender Material nodes.
You would need a "Octane Value" node, may JimStar can add some of this nodes in the future.

Cheers, mib.
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