OctaneRender™ Standalone 3.07 TEST 3

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Re: OctaneRender™ Standalone 3.07 TEST 3 [latest 3.xx]

Postby mojave » Mon Aug 21, 2017 1:12 am

mojave Mon Aug 21, 2017 1:12 am
andrey.krivulya wrote:Any news about Ornatrix hair and requests in this topic?

viewtopic.php?f=9&t=61546&p=314835#p314835


I have moved your post to the 3dsMax plugin sub-forum. Please make sure when reporting issues, the post goes into the right section or otherwise the relevant plugin devs may not come across it.
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Re: OctaneRender™ Standalone 3.07 TEST 3 [latest 3.xx]

Postby Elvissuperstar007 » Mon Aug 21, 2017 9:43 am

Elvissuperstar007 Mon Aug 21, 2017 9:43 am
Octane does not understand this function
Developers of integration write that the stand itself does not work

Particle not work! must be corrected
Don't works movable proxy for particles when particles deletes from scene.
Don't works animated bitmap "Syns Frame to Particle Age" with particles.
p.s
previously worked
viewtopic.php?f=81&t=54113
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Re: OctaneRender™ Standalone 3.07 TEST 3 [latest 3.xx]

Postby v-cube » Mon Aug 21, 2017 10:10 am

v-cube Mon Aug 21, 2017 10:10 am
Hello octane Team,

although I am a bit late, I want to thank you for fixing the light issues and adding advanced options for light reflectivity, these are things that will help me with my daily work and make the software more efficient in our working environment !
I would like to encourage you to continue to give these kind of "basic" features / fixes the attention they deserve, they may not look so fancy at first glance, but their impact is often immense.

just one example (since I do not want to hijack the thread completely...) : you might want to take another look at these old environment threads:

viewtopic.php?f=24&t=54417

-> the introduction of the "visible environment" node was a real relief, but we really need independent control for 1. Light 2. Background 3.Reflection 4. Refraction. That is a standard feature in almost all other engines I used so far.

Thank you for your hard work and best regards.

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Re: OctaneRender™ Standalone 3.07 TEST 3 [latest 3.xx]

Postby enricocerica » Tue Aug 22, 2017 11:22 am

enricocerica Tue Aug 22, 2017 11:22 am
Hi,

Just made some tests to try to add a scatter node with IDs but doesn't seem to work, what should be the file format, should I use separators between each values and if so which one, I tried with the ; and with a space but it doesn't work. I only used M00 to M11 as we used only 12 values and then the ID.

Here is the file I used with space as separator :

M00 M01 M02 M03 M04 M05 M06 M07 M08 M09 M10 M11 ID
-0.965926 -0.000000 0.258819 5.000.454 -0.000000 1.000.000 0.000000 0.453929 -0.258819 0.000000 -0.965926 4.873.176 0
1.000.000 -0.000000 0.000000 0.241469 -0.000000 1.000.000 0.000000 0.453929 -0.000000 -0.000000 1.000.000 3.829.487 1
-0.173648 0.000000 -0.984808 0.845591 0.000000 1.000.000 0.000000 0.453929 0.984808 -0.000000 -0.173648 4.445.023 2
-0.995493 0.000000 -0.094840 2.734.977 0.000000 1.000.000 0.000000 0.453929 0.094840 0.000000 -0.995493 4.965.018 3
-0.007717 -0.000000 0.999970 2.101.816 -0.000000 1.000.000 0.000000 0.453929 -0.999970 -0.000000 -0.007717 4.397.420 4
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Some issues ?

Postby andw » Wed Aug 23, 2017 10:37 am

andw Wed Aug 23, 2017 10:37 am
1. Switching on 'Shadow catcher' checkbox turns surface to entire black color in Path Tracing kernel mode (in PMC works well).
2. My scenes (.ocs files) typically contains several Render Targets with different HDRI images in Texture Environments. When scene loads, all of those HDR images (rather large, 16Kx8K 96bpp , 2Gb size for example) are loads into RAM too; so the octane.exe process can easy reach over 20Gb of RAM usage even before I start the rendering of one selected Render Target and then stops responding. Is that pre-loading is necessary? (that issue/feature actually exists for a long time)
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> Using RAM Disk with Octane <
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Re: OctaneRender™ Standalone 3.07 TEST 3 [latest 3.xx]

Postby abstrax » Wed Aug 23, 2017 8:47 pm

abstrax Wed Aug 23, 2017 8:47 pm
enricocerica wrote:Hi,

Just made some tests to try to add a scatter node with IDs but doesn't seem to work, what should be the file format, should I use separators between each values and if so which one, I tried with the ; and with a space but it doesn't work. I only used M00 to M11 as we used only 12 values and then the ID.

Here is the file I used with space as separator :

M00 M01 M02 M03 M04 M05 M06 M07 M08 M09 M10 M11 ID
-0.965926 -0.000000 0.258819 5.000.454 -0.000000 1.000.000 0.000000 0.453929 -0.258819 0.000000 -0.965926 4.873.176 0
1.000.000 -0.000000 0.000000 0.241469 -0.000000 1.000.000 0.000000 0.453929 -0.000000 -0.000000 1.000.000 3.829.487 1
-0.173648 0.000000 -0.984808 0.845591 0.000000 1.000.000 0.000000 0.453929 0.984808 -0.000000 -0.173648 4.445.023 2
-0.995493 0.000000 -0.094840 2.734.977 0.000000 1.000.000 0.000000 0.453929 0.094840 0.000000 -0.995493 4.965.018 3
-0.007717 -0.000000 0.999970 2.101.816 -0.000000 1.000.000 0.000000 0.453929 -0.999970 -0.000000 -0.007717 4.397.420 4

The CSV columns would need to be:
Code: Select all
M00, M01, M02, M03, M10, M11, M12, M13, M20, M21, M22, M23, ID

The first digit in the matrix column name defines the row and the second digit the column.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: Some issues ?

Postby abstrax » Wed Aug 23, 2017 9:20 pm

abstrax Wed Aug 23, 2017 9:20 pm
andw wrote:1. Switching on 'Shadow catcher' checkbox turns surface to entire black color in Path Tracing kernel mode (in PMC works well).

I can confirm. Will have a look at it now.

2. My scenes (.ocs files) typically contains several Render Targets with different HDRI images in Texture Environments. When scene loads, all of those HDR images (rather large, 16Kx8K 96bpp , 2Gb size for example) are loads into RAM too; so the octane.exe process can easy reach over 20Gb of RAM usage even before I start the rendering of one selected Render Target and then stops responding. Is that pre-loading is necessary? (that issue/feature actually exists for a long time)

Yes, that loading needs to be done since that's the way how data in Octane is handled and I don't think we can delay loading for later. What we could do though is load HDR images as half float by default and only as float images if the user requests it (e.g. when used for displacement mapping). I will create a ticket so it doesn't get lost.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ Standalone 3.07 TEST 3 [latest 3.xx]

Postby formatio » Sat Aug 26, 2017 10:44 am

formatio Sat Aug 26, 2017 10:44 am
The gizmo thing is a feature I was thinking about and voila - there it is.

Big thanks.

Regards,
Mac
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Re: OctaneRender™ Standalone 3.07 TEST 3 [latest 3.xx]

Postby Refracty » Sun Aug 27, 2017 6:17 am

Refracty Sun Aug 27, 2017 6:17 am
Hello Marcus,
great release. I have a question concerning the polylimit.
Will it be possible that this will be increased by 10 or 15 % in the near future?
Thank you
Cheers
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Re: OctaneRender™ Standalone 3.07 TEST 3

Postby saskiel » Tue Jan 16, 2018 6:34 am

saskiel Tue Jan 16, 2018 6:34 am
Thank you so much for the translation gizmo! I had the same issue with origin. Opening my model in ZBrush, using the Unify function, and re-saving, re-importing, problem solved.
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