OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]

Forums: OctaneRender™ 2020.1 XB1 [superseded by 2020.1 XB2]
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Re: OctaneRender™ 2020.1 XB1

Postby ff7darkcloud » Wed Dec 04, 2019 8:06 pm

ff7darkcloud Wed Dec 04, 2019 8:06 pm
I decided to upgrade my v4 license and get a slave node license, but there is no way do download the slave client. How can I use 2020 on my slave computer?
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Re: OctaneRender™ 2020.1 XB1

Postby hgarrou » Wed Dec 04, 2019 9:46 pm

hgarrou Wed Dec 04, 2019 9:46 pm
While I know this is not for production, I've been using it for two days now. We're doing CG food for an egg grower and the frames are rather large so any increased render speed is worth trying the new plugin.

That said.....this is amazingly solid. Not a single crash, rendering 4K frames and above non stop. From the Maya plugin, on windows 10, on one 2080 Ti and one 2070 Super. So far everything works as promised. So much better than 2019.2 XB1.

A lot of mud is slung at OTOY in this forum, so let it be known, I am incredibly satisfied at this time and can't wait to see the new script nodes implemented, new features, et. al.

Thanks again OTOY
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Re: OctaneRender™ 2020.1 XB1

Postby Kalua » Wed Dec 04, 2019 11:07 pm

Kalua Wed Dec 04, 2019 11:07 pm
hgarrou wrote:While I know this is not for production, I've been using it for two days now. We're doing CG food for an egg grower and the frames are rather large so any increased render speed is worth trying the new plugin.

That said.....this is amazingly solid. Not a single crash, rendering 4K frames and above non stop. From the Maya plugin, on windows 10, on one 2080 Ti and one 2070 Super. So far everything works as promised. So much better than 2019.2 XB1.

A lot of mud is slung at OTOY in this forum, so let it be known, I am incredibly satisfied at this time and can't wait to see the new script nodes implemented, new features, et. al.

Thanks again OTOY


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Re: OctaneRender™ 2020.1 XB1

Postby mojave » Thu Dec 05, 2019 4:16 am

mojave Thu Dec 05, 2019 4:16 am
ff7darkcloud wrote:I decided to upgrade my v4 license and get a slave node license, but there is no way do download the slave client. How can I use 2020 on my slave computer?


The slave build has not yet been released for this version. We will make it available as soon as we can confirm that network rendering is in good shape.
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Re: OctaneRender™ 2020.1 XB1

Postby funk » Thu Dec 05, 2019 6:36 am

funk Thu Dec 05, 2019 6:36 am
funk wrote:OTOY team, can you please post a sample file for those Vectron Volume screenshots? I can't figure out how its done.


I know you guys are probably really busy, but is it possible to get a sample file showing us how Vectron Volumes are created?
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Re: OctaneRender™ 2020.1 XB1

Postby fantome » Thu Dec 05, 2019 9:24 am

fantome Thu Dec 05, 2019 9:24 am
Jolbertoquini wrote:Hi Guys,
Alembic cache sequences is that a way to add a support of alembic sequence? I have huge caches for particles and I would like to use only standalone to save time on load from the plug (Maya for me


by that you mean be able to load something like this in standalone :
my_particle_sim.0001.abc
my_particle_sim.0002.abc
....
my_particle_sim.####.abc
with one abc cache per frame ?

because particle sequence store as a single .abc with the @width attrribute for the @pscale work smoothly in standalone.
basically you just put this in a wrangle before writting your .abc
@width = @pscale;

you export a single abc file containing your frames
my_particle_sim.abc

and you will get radius / motion blur working smoothly.
colorPP and opacityPP are impossible to get directly with a direct read. it looks 2020 will solve this .
For pre-2020 version you have to use a tricks to write @Cd and @Alpha in a COP's texture for each frame, where each pixel coord is equivalent to particle id. and then read this with the Instance color node.

If otoy allow reading of .abc sequence i' m afraid we will not be able to get motion blur. because at the moment we have this problem for instance created with a scatter node. when you load sequence of xform, octane is unable to compute motion blur , and this is a big problems.

cheers
E
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Re: OctaneRender™ 2020.1 XB1

Postby pxlntwrk » Thu Dec 05, 2019 11:48 am

pxlntwrk Thu Dec 05, 2019 11:48 am
Hello,
Now that netSlaves are no longer included in the Enterprise license for free, can we use a fully licensed machine (enterprise) as a slave?

Thank you in advance
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Re: OctaneRender™ 2020.1 XB1

Postby Jolbertoquini » Thu Dec 05, 2019 12:21 pm

Jolbertoquini Thu Dec 05, 2019 12:21 pm
fantome wrote:
Jolbertoquini wrote:Hi Guys,
Alembic cache sequences is that a way to add a support of alembic sequence? I have huge caches for particles and I would like to use only standalone to save time on load from the plug (Maya for me


by that you mean be able to load something like this in standalone :
my_particle_sim.0001.abc
my_particle_sim.0002.abc
....
my_particle_sim.####.abc
with one abc cache per frame ?

because particle sequence store as a single .abc with the @width attrribute for the @pscale work smoothly in standalone.
basically you just put this in a wrangle before writting your .abc
@width = @pscale;

you export a single abc file containing your frames
my_particle_sim.abc

and you will get radius / motion blur working smoothly.
colorPP and opacityPP are impossible to get directly with a direct read. it looks 2020 will solve this .
For pre-2020 version you have to use a tricks to write @Cd and @Alpha in a COP's texture for each frame, where each pixel coord is equivalent to particle id. and then read this with the Instance color node.

If otoy allow reading of .abc sequence i' m afraid we will not be able to get motion blur. because at the moment we have this problem for instance created with a scatter node. when you load sequence of xform, octane is unable to compute motion blur , and this is a big problems.

cheers
E


not really I have one frame particles with motion blur is working and the mesh cache I think is much standard to support alembic sequence to save space and load, like for vdb by the way.
is not a feature we should ignore.

By the way about the particles scale I know that with Houdini i use for the workflow I'm just saying with Storm the cheap simulator I can find out there for workflow budget point of view basically I asked then to give us this option on the export already, so I'm just wondering why there is no way to unlock as by default like every soft when reading abc. I have Technic which help me is change on the settings meters to decimeters and the scale with placement. is a work around but I think is just give us the control better, and fix the bug of particle update.

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Re: OctaneRender™ 2020.1 XB1

Postby Notiusweb » Thu Dec 05, 2019 1:51 pm

Notiusweb Thu Dec 05, 2019 1:51 pm
Is it possible that OSL shaders no longer work in this version, the compiler accepts code it but it does nothing?
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Re: OctaneRender™ 2020.1 XB1

Postby jobigoud » Thu Dec 05, 2019 8:03 pm

jobigoud Thu Dec 05, 2019 8:03 pm
Notiusweb wrote:Is it possible that OSL shaders no longer work in this version, the compiler accepts code it but it does nothing?

It should work, which type of shader are you having an issue with? Texture, Camera, Vectron, Projection?
Starting from scratch or loaded from an existing scene? Was the same code working in 2019.2 XB2?
The textures under LiveDB > OTOY > Procedural Textures are also wrapped up OSL shaders, are they also causing you trouble?
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