OctaneRender™ Standalone v1.02 (obsolete)

A forum where development builds are posted for testing by the community.
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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newske
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Posts: 126
Joined: Sat Nov 03, 2012 11:51 pm

Not quite the same issue, but I find that having many modules slows down the UI greatly but only when moving or cut/delete/pasting nodes. This includes having many (20+) render targets for large scenes (architectural) - which of course can be quite frustrating when I'm doing things such as importing multiple scatters and linking them together. This issue has occurred with all versions so far and on multiple PCs, but only with many nodes in the scene. Would love to see it looked into for the next release.
Octane for Rhino | Windows 8.1 x64 | i7-3820 OC | GTX970 4GB OC & GTX 560 Ti 1GB OC | 32GB DDR3
MattRM
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Hi all,

Will be possible to have dds format for texture ? Cause dds is less heavy than full uncompressed textures in GPU, can be usefull for bigger scene (2K : png >> 12 mb, dds >> 2 mb). An other way is to have the possibility, with loosing some speed (I know), to share the vram and the ram / cpu of computer together. Had this mode (hybrid) please, ok will be less faster, but will be great on large production assets / textures. Indigo render do hit but the interface and flexibility are very bad...

And yes, the interactivity with one card is less faster than before.

Thanks,

Matt
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

MattRM wrote:(2K : png >> 12 mb, dds >> 2 mb).
In VRAM they are both the same

There are lots of other things (even basic ones) that still need to be implemented and whose side effect can be less VRAM usage.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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arnaud
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Posts: 30
Joined: Fri Dec 28, 2012 4:15 pm
Location: FRANCE

Hello every body
I'm a new user of octane !
And i have a newbie question, when this release will be stable, i will download and replace older version?


Simply? :)
Blender 2.65/ octane 1.1
kavorka
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Joined: Sat Feb 04, 2012 6:40 am

arnaud wrote:Hello every body
I'm a new user of octane !
And i have a newbie question, when this release will be stable, i will download and replace older version?


Simply? :)

This release is stable now, I haven't heard of anyone having any problems with it.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
arnaud
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Location: FRANCE

Thanks for reply.
Blender 2.65/ octane 1.1
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larsmidnatt
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Joined: Tue Sep 25, 2012 12:28 pm

it may be stable, but the interface isn't nearly as fast for me as 1.00 is.
Win10 x64
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DS 4.15 OcDS Prime ^_^
SamCameron
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Posts: 162
Joined: Sun Jan 02, 2011 12:58 pm

There's a problem with this release with the glossy materials, I cannot have reflections at all when using direct lighting. The only way to bring back the reflections is by switching into pathtracing and then back to direct lighting so I can have reflections back to work as usual.
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Refracty
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Use a glossy with an index below 1
Usually a lower index should show reflections. The glossy material handling has changed some weeks ago.
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larsmidnatt
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Posts: 499
Joined: Tue Sep 25, 2012 12:28 pm

Refracty wrote:Use a glossy with an index below 1
Usually a lower index should show reflections. The glossy material handling has changed some weeks ago.
yeah I figured this out myself, the problem is that a lot of the metal materials in the online DB don't work properly now. I'm not using 1.02 right now since it's so slow responding to commands so it's not a big deal right now.
Win10 x64
i9 10900k 64GB
2080S 8GB
DS 4.15 OcDS Prime ^_^
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