Marcus, is it possible to fix the shadow catcher problem that turns up when you use mesh emitting diffuse materials?
Really good work mate.
OctaneRender™ Standalone v1.02 (obsolete)
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Shadow catcher takes into account any light sources to cast shadow. It is impossible to make it separated.Refracty wrote:Marcus, is it possible to fix the shadow catcher problem that turns up when you use mesh emitting diffuse materials?
Really good work mate.
Thank you Karba.
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Does the new octane 1.02 version get textures different? Does anyone experience the same?
Here`s a comparison: upper screen is 258.e, below 1.02:
Here`s a comparison: upper screen is 258.e, below 1.02:
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
whersmy wrote:Does the new octane 1.02 version get textures different? Does anyone experience the same?
Here`s a comparison: upper screen is 258.e, below 1.02:
The way Octane handles glossy materials has been changed, so that might be what is causing this difference. You should now have a Fresnel slider at the bottom of your glossy material that can be used to get some nice effects and will give you an image closer to what you had with 2.58e
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
I have not yet tested 1.02, but with 1.01, I can open previous scenes created with 1.0 or 2.58e without noticing any trouble.
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.
yip, different fresnel reflections
Hi all,
Great stuff as usual
(ok, the opacity bug from obj is quite boring, solved by not import material)
I have a request, put a button to deactivate, when you click on a material, the preview material sphere... cause, many times (or all time) the preview mat model is longer to compute than the selected obj itself. For myself, I export multiple obj and do shading by obj in my scene. More easy, cause you see uv correctly and co.
Is it possible to had this kind of button or mode ? Like if you select an material, only rendering the obj where is it connected please ?
Thanks,
Matt
Great stuff as usual

I have a request, put a button to deactivate, when you click on a material, the preview material sphere... cause, many times (or all time) the preview mat model is longer to compute than the selected obj itself. For myself, I export multiple obj and do shading by obj in my scene. More easy, cause you see uv correctly and co.
Is it possible to had this kind of button or mode ? Like if you select an material, only rendering the obj where is it connected please ?
Thanks,
Matt
isn't there a button that does it yet?