OctaneRender™ Standalone 2.10

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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby Sakalakapaka » Thu Sep 25, 2014 7:26 pm

Sakalakapaka Thu Sep 25, 2014 7:26 pm
smicha -- Unfortunately GTX 780 6GB disappeared mysteriously from the stores :(
English is not my native language.

]Intel Core i7 4790K, 2 x Nvidia Geforce GTX 780 Ti SLI, 32GB ram, NEC SpectraView 242, Windows 7 x64
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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby smicha » Thu Sep 25, 2014 7:29 pm

smicha Thu Sep 25, 2014 7:29 pm
Sakalakapaka wrote: smicha -- Unfortunately GTX 780 6GB disappeared mysteriously from the stores :(


Because I bought 5 of them - 3 yesterday and 2 today (for my brother) :lol:

3 are here

http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby smicha » Thu Sep 25, 2014 7:35 pm

smicha Thu Sep 25, 2014 7:35 pm
@ saklalakapaka - I found last one in Poland

http://www.komputronik.pl/product/23370 ... 84%A2.html

(about 540 eur included 23% vat)
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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby Zay » Thu Sep 25, 2014 7:41 pm

Zay Thu Sep 25, 2014 7:41 pm
Sakalakapaka wrote: smicha -- Unfortunately GTX 780 6GB disappeared mysteriously from the stores :(


I also checked a couple of stores and all the GTX780 are gone!?!?! I wonder if the hardware stores have a deal with their suppliers or all the render folks out there saw the performance of 980 and went crazy in the stores :)
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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby stratified » Thu Sep 25, 2014 7:42 pm

stratified Thu Sep 25, 2014 7:42 pm
smicha wrote:Just playing with scripted graph - the script that Marcus wrote returns "script did not return a table". Am I doing something wrong?

the script is at
viewtopic.php?f=73&t=41388


Scripts for the scripted graph are a bit different. Hang on, we'll post some examples soon.

cheers,
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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby Sakalakapaka » Thu Sep 25, 2014 7:43 pm

Sakalakapaka Thu Sep 25, 2014 7:43 pm
smicha -- I saw your posts :) I must say that I envy you these cards.
English is not my native language.

]Intel Core i7 4790K, 2 x Nvidia Geforce GTX 780 Ti SLI, 32GB ram, NEC SpectraView 242, Windows 7 x64
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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby stratified » Thu Sep 25, 2014 7:45 pm

stratified Thu Sep 25, 2014 7:45 pm
funk wrote:Thanks guys!

I noticed a bug with the diffuse / glossy / specular render passes. If you use hotpixel removal, it actually changes the look of the pass instead of just removing hot pixels. It seems to be removing dark parts of the pass and making them bright. Really odd.


Yes, hot pixel removal doesn't work correctly with those passes. This is a bug we'll fix.

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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby smicha » Thu Sep 25, 2014 7:50 pm

smicha Thu Sep 25, 2014 7:50 pm
Here is the speedup I don't comprehend :)

PT: set gi clamp to 1, caustic blur to 0, coherent mode enabled, path term power to 1, alpha shadows off and...
from 4ms/s in 2.06 I got 22ms/s in 2.10.

I need a drink :?
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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby stratified » Thu Sep 25, 2014 7:52 pm

stratified Thu Sep 25, 2014 7:52 pm
funk wrote:It might also be handy to give us the compositing math

Which passes add up to the beauty pass?


Right now, the math is like:

  • Main = Direct + Indirect + Emitters
  • Main = Reflections + Refractions
  • Main = Diffuse + Specular + Glossy

This can still change if somebody can make a compelling case for it. We're programmers, not artists so we're a bit in the dark as to what is needed for a nice compositing workflow (altough we hope you can do something useful already with what we have). Like Marcus said in the first post, adding passing is relatively straightforward.

cheers,
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Re: OctaneRender™ Standalone 2.10 [latest 2.xx]

Postby stratified » Thu Sep 25, 2014 7:53 pm

stratified Thu Sep 25, 2014 7:53 pm
kavorka wrote:I was just checking these new features. Undo works like a charm :)
Coherent mode gave me a nice speed improvement on the scene I tested it in.

I was checking out the render passes and I really like how it is implemented. I did get a crash when I was looking at the AO pass and started to adjust the distance slider.


We'll look into the crash.

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