OctaneRender™ Standalone 1.17

Forums: OctaneRender™ Standalone 1.17
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OctaneRender™ Standalone 1.17

Postby abstrax » Thu Jun 06, 2013 5:24 am

abstrax Thu Jun 06, 2013 5:24 am
Hi all,

One more release on the way to 1.20. We really hope that this is the last one before the stable release. It's mainly a bug fix release, but a couple of small features have sneaked in, too.

Changes since 1.16

  • Improved bump mapping for highly specular glossy materials and for specular materials
  • Improved normal interpolation of poorly triangulated geometry when viewed at shallow angles
  • Fixed missing updates of gradient node
  • A few more node pins are using logarithmic scale by default
  • Index of refraction in the glossy material starts now at 1 (similar to the specular material). Setting it to 1 still disables Fresnel (similar to what the values in [0..1] did before).
  • Fixed broken relinking of meshes via the command line (used by exporter scripts)
  • Improved UV mapping of material ball
  • If rendering is paused and you start turntable/daylight animation rendering, rendering is resumed automatically
  • Pressing CTRL while clicking onto the recenter button, will reset the zoom to 100%, too
  • Inverted the behaviour of "gmtoffset" in the daylight environment node. I.e. gmtoffset is now the time zone offset of your local time. As a consequence you have to invert the gmtoffset in your already existing OCS files.
  • Fixed broken copy&paste of an integer node with logarithmic slider
  • Picking the focus and the camera target with the right mouse button, allows you to select from all intersections along the picking ray
  • CUDA devices are not available/used if CUDA driver has wrong version (i.e. is too old)
  • Node names are displayed not only for externally connected nodes, but also for nodes connected to dynamic node pins (e.g. material node pins of a mesh node)
  • RGB values can now be entered as decimal numbers in the color picker dialog
  • Updated manual
  • You can toggle now between two display modes of macro nodes in the node inspector: Showing the input pins (and hiding the internal node graph) or showing the node graph that is connected to the output pin (and hiding the input pins) (see viewtopic.php?p=142768#p142768)

Download:

Windows
ZIP archives (updated 7.6.2013):
- 64-bit
- 32-bit

MacOS X
DMG image (updated 7.6.2013):
- 32-bit and 64-bit

Linux
ZIP archive (updated 7.6.2013):
- 64-bit


Happy rendering,
Your OTOY NZ Team
Last edited by abstrax on Wed Jun 26, 2013 5:27 am, edited 7 times in total.
Reason: Updated binaries to provide possibility to toggle macro node display modes in node inspector
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Re: OctaneRender™ Standalone v1.17 [current]

Postby bicket » Thu Jun 06, 2013 6:20 am

bicket Thu Jun 06, 2013 6:20 am
Great
is Karba back from vacation ?
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Re: OctaneRender™ Standalone v1.17 [current]

Postby abstrax » Thu Jun 06, 2013 6:23 am

abstrax Thu Jun 06, 2013 6:23 am
bicket wrote:Great
is Karba back from vacation ?


No, he will be back next week.
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Re: OctaneRender™ Standalone v1.17 [current]

Postby bicket » Thu Jun 06, 2013 6:34 am

bicket Thu Jun 06, 2013 6:34 am
Thanks for your answer abstrax.
3dsmax plugins is 4 versions late, hope that karba has well sleep during his holidays.

I will test the the new glossy bump on standalone ;)
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Re: OctaneRender™ Standalone v1.17 [current]

Postby Dmi3ryd » Thu Jun 06, 2013 6:46 am

Dmi3ryd Thu Jun 06, 2013 6:46 am
Many thanks for update ! ;)
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Re: OctaneRender™ Standalone v1.17 [current]

Postby gordonrobb » Thu Jun 06, 2013 6:55 am

gordonrobb Thu Jun 06, 2013 6:55 am
Thanks. Does this mean that a gradient node will be available to the LW plugin?
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Re: OctaneRender™ Standalone v1.17 [current]

Postby abstrax » Thu Jun 06, 2013 7:16 am

abstrax Thu Jun 06, 2013 7:16 am
gordonrobb wrote:Thanks. Does this mean that a gradient node will be available to the LW plugin?


No, not yet, but it's on our TO-DO list.
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Re: OctaneRender™ Standalone v1.17 [current]

Postby bicket » Thu Jun 06, 2013 7:22 am

bicket Thu Jun 06, 2013 7:22 am
Pretty good work !
Octane will finally become useful :D

If only Karba could break his leg, he'll be back sooner :twisted: :lol:
Attachments
bump_1_17.png
bump_1_16.png
bump_1_15.png
bump_1_14.png
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Re: OctaneRender™ Standalone v1.17 [current]

Postby abstrax » Thu Jun 06, 2013 7:30 am

abstrax Thu Jun 06, 2013 7:30 am
bicket wrote:Pretty good work !
Octane will finally become useful :D

If only Karba could break his leg, he'll be back sooner :twisted: :lol:


Which version was used for the last 3 images?
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Re: OctaneRender™ Standalone v1.17 [current]

Postby necko77 » Thu Jun 06, 2013 7:36 am

necko77 Thu Jun 06, 2013 7:36 am
thank you for your hard work team !
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