OctaneRender™ Standalone 2.15

Forums: OctaneRender™ Standalone 2.15
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby geo_n » Sun Dec 14, 2014 5:53 pm

geo_n Sun Dec 14, 2014 5:53 pm
FrankPooleFloating wrote:
geo_n wrote:


:? Geo, you are aware that even a single GTX 480 would smoke your three GPUs combined, right? Not picking on you. I was just under the impression that you were working at a certain level - and these wimps tell a different story. You should pick up a 580 or something on eBay. No one working in Octane (even a hobbyist) should be using anything less than 70s or 80s...


I haven't used octane for work at all. I tried to but its not there for me yet. Simple things like exclude from shadowcatcher doesn't work...
At work we all use vray and it will not change anytime soon, maybe never, the pipeline is heavily based on it.
I use lightwave at home and its renderer is quite complete except for micropolydisp and hair which I bought octane v2 for. I want octane to grow but I'm just playing with it right now so I havan't invested big money yet on gpu. Just two used 750gt ti(which will smoke 480gt in price/perf/efficiency) is enough which roughly equals two of my I7 in render speed.
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby stratified » Sun Dec 14, 2014 7:22 pm

stratified Sun Dec 14, 2014 7:22 pm
Elvissuperstar007 wrote:panoramic camera not working


Can you post a screenshot because it's working fine on my machine.

cheers,
Thomas
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby Elvissuperstar007 » Sun Dec 14, 2014 10:13 pm

Elvissuperstar007 Sun Dec 14, 2014 10:13 pm
stratified wrote:
Elvissuperstar007 wrote:panoramic camera not working


Can you post a screenshot because it's working fine on my machine.

cheers,
Thomas
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby abstrax » Sun Dec 14, 2014 10:38 pm

abstrax Sun Dec 14, 2014 10:38 pm
Packages (.ORBX) need to be unpacked first, before you can save them via File -> Save... . Packages are for moving projects around, not for working on them. If you accidentally made a change in a package, before you unpacked it, you can save it as a new package, then load the new package and unpack it.

The material preview camera can't be deleted and therefor can't be replaced by a panoramic camera. That's by design. But in a normal scene or even in the regular preview render target you can replace the camera node by a different one.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby JeffGalloway » Mon Dec 15, 2014 5:44 pm

JeffGalloway Mon Dec 15, 2014 5:44 pm
Does the new exposure system have any relation to photographic EV?

I notice form this http://www.fredparker.com/ultexp1.htm#Light%20Intensity%20Chart chart that the EV for a sunny day should be 15.

I have to set the Octane exposure value to around 1 to get a proper sunny day exposure.
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby abstrax » Mon Dec 15, 2014 6:30 pm

abstrax Mon Dec 15, 2014 6:30 pm
JeffGalloway wrote:Does the new exposure system have any relation to photographic EV?

I notice form this http://www.fredparker.com/ultexp1.htm#Light%20Intensity%20Chart chart that the EV for a sunny day should be 15.

I have to set the Octane exposure value to around 1 to get a proper sunny day exposure.

Not really. With this release we increased the exposure by about 40%, to make the texture environment exactly match the rendering at the normalized environment. If you then switch to the daylight environment you will see that the rendering is overexposed, because the daylight is way too bright compared to the texture environment. This ratio is pretty much just arbitrary. With next version we plan to correct that, i.e. the daylight system will be darker with the same power setting as before.

I will also put a little Lua script graph into the Lua scripting forum that allows you to apply an EV compensation like in a real camera.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby aLeXXtoR » Mon Dec 15, 2014 7:40 pm

aLeXXtoR Mon Dec 15, 2014 7:40 pm
Wow, thanks!

Guys, is it possible to return the "Aperture" pin to the Alembic node to make aperture value adjustment possible inside the Standalone? I really miss this option. :(
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby bepeg4d » Tue Dec 16, 2014 10:04 am

bepeg4d Tue Dec 16, 2014 10:04 am
a couple of bugs in the osx version, at least on my system:
if you try to resize any window, octane stops to respond.
if you create a new material node, as soon as the material ball scene is loaded, octane stops to respond.
Schermata 2014-12-16 alle 10.36.46.jpg

ciao beppe
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby daveyt » Tue Dec 16, 2014 11:05 am

daveyt Tue Dec 16, 2014 11:05 am
Thanks for the update otoy team,

I was wondering if was possible in a future release to be able to have a different viewing resolution to the rendered
res, ie when rendering at 4000x2000 in the view port its at 1000x500,

best regards

Daveyt
Last edited by daveyt on Tue Dec 16, 2014 12:29 pm, edited 1 time in total.
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Re: OctaneRender™ Standalone 2.15 [latest 2.xx]

Postby smicha » Tue Dec 16, 2014 11:09 am

smicha Tue Dec 16, 2014 11:09 am
daveyt wrote:Thanks for the update otoy team,

I was wondering if was possible in a future release to be able to have a different viewing resolution to the rendered
res, ie when rendering at 4000x1000 in the view port its at 1000x500,

best regards

Daveyt



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