## OctaneRender™ V4 XB4 Tweet

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### Re: OctaneRender™ V4 XB4

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

roeland
OctaneRender Team

Posts: 1752
Joined: Wed Mar 09, 2011 10:09 pm

### Re: OctaneRender™ V4 XB4

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

abstrax
OctaneRender Team

Posts: 5141
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

### Re: OctaneRender™ V4 XB4

Good to see some progress.
Few questions though:
1. How many versions before official release or sort of?

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?
Freelance CG TD, developer.

Joss

Posts: 81
Joined: Mon Nov 22, 2010 12:15 pm

### Re: OctaneRender™ V4 XB4

I'm a bit disappointed about lacking features as hair and volumetrics. I hope they will be ''denoised soon''
i7 3770K, 12GB RAM, ASUS STRIX GTX 780 - 6GB OC Edition + ASUS GTX 780 Ti - 3GB, win 7 ultimate 64bit

mykola1985

Posts: 197
Joined: Mon Sep 24, 2012 6:04 pm

### Re: OctaneRender™ V4 XB4

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.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X
Plugs: Enterprise

Notiusweb

Posts: 1273
Joined: Mon Nov 10, 2014 4:51 am

### Re: OctaneRender™ V4 XB4

thx for the light linking, that a huge step forward! what about trace sets though?

ty for your hard work guys
Studio21

Posts: 211
Joined: Wed Nov 16, 2016 11:14 am

### Re: OctaneRender™ V4 XB4

Awesome! Thanks a lot!
--
3D/VR-artist/DP/Photographer, Sweden
Intel i7-7700K, ASUS Prime Z270-A, 2x ASUS Strix GTX 1080Ti 11GB, 64GB DDR4, Samsung 960 EVO, Win10Pro
intelligentlight

Posts: 17
Joined: Thu Sep 02, 2010 5:51 pm

### Re: OctaneRender™ V4 XB4

hi
what is BXDF ?
coilbook

Posts: 2613
Joined: Mon Mar 24, 2014 2:27 pm

### Re: OctaneRender™ V4 XB4

It's possible to set translucency effect with universal material?
noldo

Posts: 70
Joined: Wed May 25, 2011 7:07 pm

### Re: OctaneRender™ V4 XB4

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.

haze
OctaneRender Team

Posts: 805
Joined: Sun Feb 08, 2015 8:57 pm
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