OctaneRender™ V4 XB4

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Re: OctaneRender™ V4 XB4

Postby roeland » Wed Jul 25, 2018 9:04 pm

roeland Wed Jul 25, 2018 9:04 pm
The format of the textures loaded by the image tiles node is the same as the image files. If an image is saved as grayscale, it will be loaded as a grayscale texture.

How to set up:
  • First you select one of the images, eg. C:\path\to\tile-01-01.png
  • Add placeholders, eg. C:\path\to\tile-%u-%v.png.
  • Then select the grid size.
  • Then set up the index for the first tile and the amount of digits, eg. if the file above is the first tile, you have 2 digits and start index 1.
  • Click preview to see which list of images will be loaded
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Re: OctaneRender™ V4 XB4

Postby abstrax » Wed Jul 25, 2018 9:04 pm

abstrax Wed Jul 25, 2018 9:04 pm
LFedit wrote:Anyone have network rendering working? First try it's not working. Firewall is allowed, Daemon Network port: 48000.

No active daemons show up as running. Network rending is working on this network with 3.08.

I just tried it and it works here. Please make sure that:
- your firewall settings are not blocking the master, daemons or slaves.
- the installed daemon and slaves have the same version as the master
- the daemon uses the same port as the daemon port in the master net render configuration
- the automatic port selection is enabled on the master, to make sure that multiple masters can run on the same machine
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Re: OctaneRender™ V4 XB4

Postby Joss » Thu Jul 26, 2018 1:52 am

Joss Thu Jul 26, 2018 1:52 am
Good to see some progress.
Few questions though:
1. How many versions before official release or sort of?

2. Is it possible to add all those XBs 1-2-3-4 and plug-ins to Download section, because right now download links are scattered all over the forums.

3. I'm not holding any hopes, but is it possible to refine the standalone's UI?
It's always was looking like a lollipop for some reason with all those huge gradients.
Or maybe expose some external stylesheets so people could customize it?
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Re: OctaneRender™ V4 XB4

Postby mykola1985 » Thu Jul 26, 2018 8:45 am

mykola1985 Thu Jul 26, 2018 8:45 am
I'm a bit disappointed about lacking features as hair and volumetrics. I hope they will be ''denoised soon'' ;)
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Re: OctaneRender™ V4 XB4

Postby Notiusweb » Thu Jul 26, 2018 10:46 am

Notiusweb Thu Jul 26, 2018 10:46 am
Hi! Haze had mentioned all around speed increases to most scenes, through improvements to tonemapping delta time and quality of samples. He had mentioned as upcoming for XB4, but it didn't look like the release notes for XB4 mentioned this at all. Was a systemic speed increase part of XB4, or not yet.
Thx.
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Re: OctaneRender™ V4 XB4

Postby Studio21 » Thu Jul 26, 2018 10:53 am

Studio21 Thu Jul 26, 2018 10:53 am
thx for the light linking, that a huge step forward! what about trace sets though?

ty for your hard work guys
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Re: OctaneRender™ V4 XB4

Postby intelligentlight » Thu Jul 26, 2018 12:49 pm

intelligentlight Thu Jul 26, 2018 12:49 pm
Awesome! Thanks a lot! :)
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Re: OctaneRender™ V4 XB4

Postby coilbook » Thu Jul 26, 2018 7:19 pm

coilbook Thu Jul 26, 2018 7:19 pm
hi
what is BXDF ?
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Re: OctaneRender™ V4 XB4

Postby noldo » Thu Jul 26, 2018 7:36 pm

noldo Thu Jul 26, 2018 7:36 pm
It's possible to set translucency effect with universal material?
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Re: OctaneRender™ V4 XB4

Postby haze » Thu Jul 26, 2018 9:30 pm

haze Thu Jul 26, 2018 9:30 pm
Notiusweb wrote:Hi! Haze had mentioned all around speed increases to most scenes, through improvements to tonemapping delta time and quality of samples. He had mentioned as upcoming for XB4, but it didn't look like the release notes for XB4 mentioned this at all. Was a systemic speed increase part of XB4, or not yet.
Thx.


You should see a substantial improvement in AI Light (especially scenes that have a lot of small directional emitters), which is mentioned in the release notes. We have been inching upwards on general render speed, and there are some more experiments currently in progress, but no guarantees can be made right now. We're doing these changes incrementally, otherwise we would be affecting stability, which is our highest priority currently.
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