OctaneRender™ Standalone v1.0 beta3.03 [obsolete]

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indexofrefraction
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abstrax wrote: There has been a reload button on the mesh node for ages? Or what exactly do you mean?
ah.... in the right tab, when selecting mesh, next to the filename... never seen this! THX!! :)
(i always expected a right click on the mesh should contain this feature)
didnt try yet but hope it works to reload an updated mesh with it, till now i always restarted octane for that .)
Mac Pro (2012) 2x6 Core | 24GB | 1 x Geforce GTX580/3GB
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roeland
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We could reproduce the problem, it will be fixed in the next release.

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Roeland
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ROUBAL
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Hi Roeland, Which question are you answering to ? Your response is a bit short ! :D
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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enricocerica
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Please, could you find a way to avoid the popup messages when the maximum number of textures is reached, I have more than 70 textures not loaded and have to answer to all those messages each time I change one shader, it's quite impossible to work on such a scene in this situation. Wouldn't be possible to display a permanent message saying that several textures were not loaded ?

Thanks
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roeland
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ROUBAL wrote:Hi Roeland, Which question are you answering to ? Your response is a bit short ! :D
Hmm, I missed the post in between. I was referring to the node connection issue.

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Roeland
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abstrax
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enricocerica wrote:Please, could you find a way to avoid the popup messages when the maximum number of textures is reached, I have more than 70 textures not loaded and have to answer to all those messages each time I change one shader, it's quite impossible to work on such a scene in this situation. Wouldn't be possible to display a permanent message saying that several textures were not loaded ?

Thanks
We will have a look at it.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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ROUBAL
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Thanks Roeland !

:arrow: Problem with obj saved as macro (ocm).

Since Instances are available, I save many obj as macro ocm, in order to use them as instances. So far, mainly for cars, detailed buildings and city props.

I am used to create the files in 2.58e and use them in a version allowing instances : 3.01-3.03.

In 2.58e, When loading an ocm file containing a saved obj, Some textures give an error message about wrong image format, whatever be the format used (tried with bmp, png and jpg), and most materials are broken : specularity set to default 0.5, smooth has been disabled...

In 3.03, with the new embedding system, I don't get error message at loading, but I encounter an other trouble :

I know that some changes have occured with specular materials, but weird things happen when saving and loading macros :

Previous scenes made in 2.58e and saved as ocs load and appear correctly in 3.03. Sames scenes made in 2.58e and saved as ocm appear with weird aspect on transparent specular materials : looking completely dark, and requiring an alpha adjustment to allow some light passing through.

This adjustment may be normal according to the modifications in the specular material shader, but the weird thing is that the loaded ocs doesn't require any adjustment and looks exactly as it was saved. The trouble appears only with the ocm.

The modified file has to be saved again as a macro ocm inside 3.03 to be usable. I have to fix all my previous ocm !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
kavorka
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I must say I just re rendered an image that was done in 2.58 with 3.03. The original image had a lot of fireflys, but the new one has none. I did change the wall color from white to light blue, but thats it.

Was there a change that creates less fireflys, or was it just my change in wall color?
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manalokos
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Just found a bug after having several crashes, the cause is that octane allows you to connect a texture node to its own "power" port (making an infinite loop).
Sometimes this can happen by accident.
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roeland
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ROUBAL wrote:Thanks Roeland !

:arrow: Problem with obj saved as macro (ocm).

Since Instances are available, I save many obj as macro ocm, in order to use them as instances. So far, mainly for cars, detailed buildings and city props.

I am used to create the files in 2.58e and use them in a version allowing instances : 3.01-3.03.

In 2.58e, When loading an ocm file containing a saved obj, Some textures give an error message about wrong image format, whatever be the format used (tried with bmp, png and jpg), and most materials are broken : specularity set to default 0.5, smooth has been disabled...
I can't reproduce these issues here. Are you saving mesh nodes with the materials embedded in the material node pins? Do the same material setups fail to load on any object you use? Do these macros also load incorrectly in 3.03?
ROUBAL wrote:Previous scenes made in 2.58e and saved as ocs load and appear correctly in 3.03. Sames scenes made in 2.58e and saved as ocm appear with weird aspect on transparent specular materials : looking completely dark, and requiring an alpha adjustment to allow some light passing through.
Can you send a file that shows this problem?

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Roeland
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