OctaneRender™ 2020.1 XB3 [superseded by 2020.1 RC1]

Forums: OctaneRender™ 2020.1 XB3 [superseded by 2020.1 RC1]
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby Jolbertoquini » Mon Jan 20, 2020 3:28 pm

Jolbertoquini Mon Jan 20, 2020 3:28 pm
linograndiotoy wrote:I've installed the Enterprise version (Win10). When I launch it I see the splash page, then nothing happens, it doesn't start.


Same for me.
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby enricocerica » Mon Jan 20, 2020 6:22 pm

enricocerica Mon Jan 20, 2020 6:22 pm
linograndiotoy wrote:I've installed the Enterprise version (Win10). When I launch it I see the splash page, then nothing happens, it doesn't start.


Same for me ...
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby karl » Mon Jan 20, 2020 9:35 pm

karl Mon Jan 20, 2020 9:35 pm
SSmolak wrote:Is this version support NV Link memory pooling for RTX 2080ti ? viewtopic.php?f=33&t=73237&p=374876&hilit=NVlink+memory+pooling+doesn%27t+work#p374876


Not yet, but I hope to have it ready for the next version.
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby Notiusweb » Tue Jan 21, 2020 6:02 am

Notiusweb Tue Jan 21, 2020 6:02 am
Okay, I had it working now.
(1) I was testing to see if the "Vertex Attribute" thing with FBX had anything to do with BlendShapes or Morph Targets. But it looks like it had nothing to do with that, right?
(2) The floats for Primitive hair mesh thing have something to do with Alembic? Because was wondering iof there was a new mode in Hair shader, but I didn't see any new primitive color float nodes for the Hair shader.

I had high hopes, but maybe unfounded - I might be 0-for-2 here then! :?
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby nejck » Tue Jan 21, 2020 8:14 am

nejck Tue Jan 21, 2020 8:14 am
karu wrote:
SSmolak wrote:Is this version support NV Link memory pooling for RTX 2080ti ? viewtopic.php?f=33&t=73237&p=374876&hilit=NVlink+memory+pooling+doesn%27t+work#p374876


Not yet, but I hope to have it ready for the next version.


thank you for answering this one. Was on my mind as well :)
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby galleon27 » Tue Jan 21, 2020 5:54 pm

galleon27 Tue Jan 21, 2020 5:54 pm
Curves are not rendering in this version.
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby mojave » Tue Jan 21, 2020 7:29 pm

mojave Tue Jan 21, 2020 7:29 pm
galleon27 wrote:Curves are not rendering in this version.


Hair seems to be rendering fine, maybe there's something with your specific project that breaks it? Could you share your ORBX package so we can test it here?

Thank you.

hair.png
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby nejck » Tue Jan 21, 2020 8:47 pm

nejck Tue Jan 21, 2020 8:47 pm
@mojave

that is some seriously nifty developer art. Sweet! 8-)
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby galleon27 » Thu Jan 23, 2020 12:40 am

galleon27 Thu Jan 23, 2020 12:40 am
galleon27 wrote:Curves are not rendering in this version.


Ok so with the help of Mojave, we found a temporary solution for this until it gets fixed in the next version. If you export curves from Houdini (or any other DCC i suppose) with primitive attributes, its not going to work. Just delete them and its all gonna be fine.
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Re: OctaneRender™ 2020.1 XB3 [latest 2020.1.x]

Postby mojave » Thu Jan 23, 2020 12:58 am

mojave Thu Jan 23, 2020 12:58 am
galleon27 wrote:
galleon27 wrote:Curves are not rendering in this version.


Ok so with the help of Mojave, we found a temporary solution for this until it gets fixed in the next version. If you export curves from Houdini (or any other DCC i suppose) with primitive attributes, its not going to work. Just delete them and its all gonna be fine.


Thank you for that.

Just a heads up for everybody: this issue applied to not just hair but also particles and triangles imported from Alembic that would contain one attribute per primitive.

We currently support attributes per vertex, so this case was handled as an error as the number of attributes was smaller than the expected. We are implementing a solution for this that will be included in future builds that would ignore such properties but still allow loading the mesh.
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