OctaneRender™ Standalone v1.03 (obsolete)

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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

MattRM wrote:Hi all,

Great upgrade on interactive work !!!
Still the stereoscopic bug, left cam/filter is the right and right cam/filter is the left, it's inverted.

Matt
We didn't have time to look into that one yet. The bug report came too late. If it's a bug, we will fix it with the next version. Should be trivial.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
MattRM
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Location: Luxembourg
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abstrax wrote:
MattRM wrote:Hi all,

Great upgrade on interactive work !!!
Still the stereoscopic bug, left cam/filter is the right and right cam/filter is the left, it's inverted.

Matt
We didn't have time to look into that one yet. The bug report came too late. If it's a bug, we will fix it with the next version. Should be trivial.

Don't worry it's just to report the bug ;)
Do you have an idea when the volumetrics will be put in the build ?

Thanks,

Matt
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

abstrax wrote:
kavorka wrote:Another thing I have noticed, and I think it is just with this version, is after I load my scene, it still shows a loading bar on the bottom, even though it already loaded that particular item. Once it was my HDRI and it just happened with my .obj.
clicking cancel doesnt do anything. It doesnt seem to cause any problems though, both actually loaded and I use use Octane as I normally would.
On which OS are you working?
I'm on windows 7 64.
My home comp only has one GPU, ill try and send you a log early in the week from work.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

MattRM wrote:
Don't worry it's just to report the bug ;)
Do you have an idea when the volumetrics will be put in the build ?

Thanks,

Matt
The "volumetrics" are part of the work for architectural glass, which will be released after we have reached stable 1.10 (with the current feature set). 1.10 is hopefully only days away. There is still some work to be done on architectural glass and some other development currently in progress needs to be finished first, but then it will be released.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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bepeg4d
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Great version, the new features are very useful:
-Tweaks to the new daylight model. The bottom half is not black anymore, which improves the appearance of ambient occlusion.
wonderful this is great for AO interiors
-Fixed default diffuse color of glossy materials. Diffuse and glossy materials have 0.7 as default diffuse reflectance.
could it be possible to have a gray colour instead of a pale blue?
-Connecting a post processing node doesn't restart the renderer.
this is so useful, thanks
-The reset image position button also restores 1:1 zoom.
I often work at 50% for checking the noise reduction and this new function is not very comfortable, it would be more useful to have a standard scale box field somewhere in the interface
-The file dialog starts at the location of the current image when loading a new image in a texture node.
useful
-Copying and pasting nodes will also duplicate connections
this is wonderful, i love this one, thanks
ciao beppe
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

bepeg4d wrote:-Fixed default diffuse color of glossy materials. Diffuse and glossy materials have 0.7 as default diffuse reflectance.
could it be possible to have a gray colour instead of a pale blue?
It was supposed to be gray, but a bug sneaked in and made it blue ;)
-The reset image position button also restores 1:1 zoom.
I often work at 50% for checking the noise reduction and this new function is not very comfortable, it would be more useful to have a standard scale box field somewhere in the interface
Ok, we will change it back and will add a "1:1" button, when we have some time at hand.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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gabrielefx
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Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

abstrax wrote:
MattRM wrote:Hi all,

Great upgrade on interactive work !!!
Still the stereoscopic bug, left cam/filter is the right and right cam/filter is the left, it's inverted.

Matt
We didn't have time to look into that one yet. The bug report came too late. If it's a bug, we will fix it with the next version. Should be trivial.
please support quad buffered stereo output, stereo cam and stereo output for pro user (see vray)
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
MattRM
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Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
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gabrielefx wrote:
abstrax wrote:
MattRM wrote:Hi all,

Great upgrade on interactive work !!!
Still the stereoscopic bug, left cam/filter is the right and right cam/filter is the left, it's inverted.

Matt
We didn't have time to look into that one yet. The bug report came too late. If it's a bug, we will fix it with the next version. Should be trivial.
please support quad buffered stereo output, stereo cam and stereo output for pro user (see vray)

Agreed +5

Matt
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niuq.cam
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With this new v 1.03
Saving a scene is now instantaneous.
Moving one of my 400 nodes in the window is instantaneous too. (before it was minutes at each displacement...)

Perfect ! :D
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

every scene I load with 1.03 (I export from Blender each time) ends up showing an error in the loading area. After everything is loaded, it will still show that it is loading something. Sometimes my mesh, sometimes a texture. Seems to be purely graphical because everything works fine, even what it says is "loading".
I just opened up this same scene with 1.0 (without exporting again from Blender) and the problem persists. I haven't had this problem before 1.3 (that I know of)
Attachments
Octane error.jpg
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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