OctaneRender™ Standalone 1.32

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OctaneRender™ Standalone 1.32

Postby roeland » Mon Feb 17, 2014 3:19 am

roeland Mon Feb 17, 2014 3:19 am
Hi All,

This is a quick-fix release to patch a few bugs of 1.31

Changes since version 1.31

Scene and Geometry I/O

  • Fixed bug in Alembic loader causing it not to create material pins for some meshes.

User interface

  • When creating a node inside the emission distribution pin or a environment texture pin, the projection type is set to spherical.
  • Numeric boxes display the exact values, using extra decimals when needed.
  • Fixed updating the size of alembic scene nodes after changing material merging settings.
  • If you enter a too big resolution it is reset to the maximum allowed resolution.

Download:

Windows
ZIP archives:
- 64-bit
- 32-bit

MacOS X
ZIP archive:
- 32-bit and 64-bit

Linux
ZIP archive:
- 64-bit

Happy rendering,
Your OTOY NZ Team
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Re: OctaneRender™ Standalone 1.32

Postby Tugpsx » Mon Feb 17, 2014 3:32 am

Tugpsx Mon Feb 17, 2014 3:32 am
Wow, you're keeping us on our toes
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Re: OctaneRender™ Standalone 1.32

Postby emihich » Mon Feb 17, 2014 4:34 am

emihich Mon Feb 17, 2014 4:34 am
Awesome!Thanks again.
Big fan of Octane standalone.
Is there any new alembic camera feature ?
Please look at my question (version 1.31 forum )about imported alembic camera parameters and it's consistency.
I am working with matchmoved shots.
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Re: OctaneRender™ Standalone 1.32

Postby roeland » Mon Feb 17, 2014 5:44 am

roeland Mon Feb 17, 2014 5:44 am
No the camera features are the same. As for now if you have a scene with both geometry and a camera you need to create a render target below and connect the camera and geometry. If you click the scene node itself Octane renders the geometry with the preview camera setting.

--
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Re: OctaneRender™ Standalone 1.32

Postby emihich » Mon Feb 17, 2014 6:09 am

emihich Mon Feb 17, 2014 6:09 am
Thank you for your reply.
About How to connect the nodes and , How to select the right one for display.
It is all Right ,I figured that out that already , and connected the camera and geometry nodes to the render target node,
and it looks visually the same shot .
Is there a way to lock the camera movement , in order to prevent accidentally zoom or pan and lose the original imported movement ?
Sorry for so many questions !
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Re: OctaneRender™ Standalone 1.32

Postby stratified » Mon Feb 17, 2014 6:30 am

stratified Mon Feb 17, 2014 6:30 am
emihich wrote:Thank you for your reply.
About How to connect the nodes and , How to select the right one for display.
It is all Right ,I figured that out that already , and connected the camera and geometry nodes to the render target node,
and it looks visually the same shot .
Is there a way to lock the camera movement , in order to prevent accidentally zoom or pan and lose the original imported movement ?
Sorry for so many questions !


you can lock the camera movements by clicking on the lock icon shown in the toolbar of the render viewport.

cheers,
Thomas
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Re: OctaneRender™ Standalone 1.32

Postby NVN » Mon Feb 17, 2014 10:37 am

NVN Mon Feb 17, 2014 10:37 am
and displacement? :-(
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Re: OctaneRender™ Standalone 1.32

Postby funk » Mon Feb 17, 2014 1:33 pm

funk Mon Feb 17, 2014 1:33 pm
Guys I'm doing some tests comparing 1.20 to 1.32 and there are some problems with image saving to EXR. When I save an EXR untonemapped in 1.20 it looks fine in my image viewer and photoshop. If I save EXR untonemapped in 1.32 its very dark!

After some testing I see that untonemapped EXR now burns in exposure/f-stop/ISO (but not gamma). Previous versions didnt do this. It also seems to be burning in a 1/2.2 gamma by default

So:
1.20 ignores exposure/f-stop/ISO/gamma
1.32 burns in exposure/f-stop/ISO (and some custom gamma)
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Re: OctaneRender™ Standalone 1.32

Postby emihich » Mon Feb 17, 2014 4:09 pm

emihich Mon Feb 17, 2014 4:09 pm
Thank you,
Thomas , I've apreciated.
Last edited by emihich on Mon Feb 17, 2014 8:57 pm, edited 3 times in total.
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Re: OctaneRender™ Standalone 1.32

Postby Dmi3ryd » Mon Feb 17, 2014 4:28 pm

Dmi3ryd Mon Feb 17, 2014 4:28 pm
thanks for update !
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