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Re: NEW: OctaneRender 2.1 Released

PostPosted: Mon Sep 29, 2014 1:50 pm
by Maxim
I'm going to buy your product. I'm interested in OctaneRender plugin for CINEMA 4D, but If I do it now will this new version 2.1 or earlier version of the software? Or should I wait a little while to download updated version OctaneRender 2.1 with Cinema 4d Plugin? It will cost more or the same?

Re: NEW: OctaneRender 2.1 Released

PostPosted: Mon Sep 29, 2014 4:50 pm
by nuno1980
PLEASE, should respond my previous message!!

Re: NEW: OctaneRender 2.1 Released

PostPosted: Mon Sep 29, 2014 11:39 pm
by abreukers
Maxim wrote:I'm going to buy your product. I'm interested in OctaneRender plugin for CINEMA 4D, but If I do it now will this new version 2.1 or earlier version of the software? Or should I wait a little while to download updated version OctaneRender 2.1 with Cinema 4d Plugin? It will cost more or the same?


hi,

As of this writing, the license available is v2.x (where 'x' may be 1, 20 or 999..). The v2.x commercial license of an OctaneRender edition is valid for previous releases, v2.x tests, and current v2.x releases of that specific edition.

So if you have v2 license of the C4D plugin edition, your v2.x updates are free for that edition. There is already a test release here viewtopic.php?f=30&t=42607

Re: NEW: OctaneRender 2.1 Released

PostPosted: Tue Sep 30, 2014 7:20 am
by Maxim
nuno1980 wrote:PLEASE, should respond my previous message!!

thank you for information)) I love this software and I want to buy it soon

Re: NEW: OctaneRender 2.1 Released

PostPosted: Tue Sep 30, 2014 8:29 pm
by yaalimadad2006
in the name of Allah.
Hello.
when you Supplies OpenCL 2.0 in order to Support AMD Graphics.
Please.
Thanks alot.
Ya Ali(A).

Re: NEW: OctaneRender 2.1 Released

PostPosted: Tue Sep 30, 2014 11:19 pm
by nuno1980
yaalimadad2006 wrote:in the name of Allah.
Hello.
when you Supplies OpenCL 2.0 in order to Support AMD Graphics.
Please.
Thanks alot.
Ya Ali(A).
No, no OpenCL support in future. And CUDA support is for NVIDIA GeForce cards only.

Maxim wrote:thank you for information)) I love this software and I want to buy it soon
I!??

Re: NEW: OctaneRender 2.1 Released

PostPosted: Wed Oct 01, 2014 3:47 am
by FooZe
We have not ruled out OpenCL support in the future.

Re: NEW: OctaneRender 2.1 Released

PostPosted: Wed Oct 01, 2014 8:50 am
by ArchPrime
I believe I have found a bug

While editing mtl files for obj tree objects and testing resulting texture mappings in Octane , I discovered Octane still caches texture mapping information about each obj object node even once all instances are deleted.

This means if I re import a previously tested object into Octane after editing it's mtl file, the old mtl mapping is what still displays for that object (even though there is normal loading time to give appearance that tree object is in fact being loaded fresh rather than ‘remembered’)

This has cost me quite a bit of time in trying to figure out what I was doing wrong with my mtl scripting/or the alpha maps etc.

It seems mtl settings (at least) for obj object geometry are somehow cached or remembered by Octane even when object geometry itself is deleted?

Clicking to refresh or reload the node geometry makes no difference - the mtl mappings are not updated

The only workaround I found is to exit and restart Octane every time I want to test a mtl script.

To me this seems like a bug. Is it intended behaviour?



Following on from this, it would be fantastic if there could be an export node => obj+mtl+materials files option – because Octane has a much nicer way of setting up and testing mappings than manually scripting them directly in the obj mtl file.

Cheers

Re: NEW: OctaneRender 2.1 Released

PostPosted: Fri Oct 10, 2014 1:06 pm
by gardeler
Possible bug:
I cannot get the curve thickness to work. It does not change the with at all. Or am I doing something wrong here?

Re: NEW: OctaneRender 2.1 Released

PostPosted: Tue Nov 04, 2014 4:29 pm
by prodviz
abstrax wrote:
dsyee wrote:Will 2.1 read ORBX files exported from a 2.06 plugin (Maya)?

Sure.


Is there a way to save Maya's animated keyframes in to an ORBX format, and then use motion blur etc. in Standalone?