OctaneRender™ Standalone 1.13

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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mib2berlin
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Posts: 1194
Joined: Wed Jan 27, 2010 7:18 pm
Location: Germany

Hi, thank you for the new RC.
May I found a bug:
If I disable on GPU from rendering for faster working and add it again it don´t render faster.
If I restart Octane it work as before.

Cheers, mib.
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MattRM
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gabrielefx wrote:thank you

waiting for image sequence support and 3d motion blur.
Good update as usual !!! But yes, waiting for timeline and 3d motion blur (camera, transform and deform ;) ) too.

Matt
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sigmamoon
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Thank YOU
roeland

"Fixed subsurface scattering for diffuse materials."

that s really great to see the Difuse SSS working now, soooo great :)
but i have a question.
why the "raystep" control disappeared from the v1.11 of octane. even if i think diffuse work well now inside the v1.13 (i ll check it deeper but my first test work pretty well) I thought it much better to have this control in addition to playing with a gradation between the diffuse color and the color of the scattering, like the v1.10
and my old scenes need to be remapped from the v1.10 to v1.13

this is relevant?

above all, Thank you to have listened and to have corrected this nice part (i looove the octane SSS) :D
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necko77
Posts: 323
Joined: Thu Jan 21, 2010 11:27 am
Location: Bosnia&Hercegovina

- i wish shadows on mate material from sun....i don't know, is that hard to implement ?
- save location as default in day light system
- ortho camera views presets (front, back, top, bottom, iso etc)
- background image node
...

Thank you
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ROUBAL
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- i wish shadows on mate material from sun
It already works like that. I don't understand. Could you explain more, please ?
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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smicha
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Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

  • Added control to make the bokeh in out of focus areas less smooth.
  • Fixed transparent patches on glossy materials with bump or normal mapping.
Many thanks TEAM!
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Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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necko77
Posts: 323
Joined: Thu Jan 21, 2010 11:27 am
Location: Bosnia&Hercegovina

ROUBAL wrote:
- i wish shadows on mate material from sun
It already works like that. I don't understand. Could you explain more, please ?

For me its not possible to get shadows from sun on mate material...Is this my error or there is a way to accomplish this using octane environment settings (octane sun)....


Take a look at example...
mate-prob.jpg
mate1.JPG
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ROUBAL
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Very weird !

1- Try to check your normals and overlaping faces or vertices.

2- I noticed that the transmission node is not enabled. Create a transmission node for your matte material, and play with the value of transmission. Small value like 0.001 give strong shadow, but value of 0.000 give no shadow.

However, I have tested on my system, and transmission node is not necessary for matte shadows. Shadow intensity is generally adjusted by playing with alpha of the ground plane.

3- If you get no more result, then try to display in software mode to check if it is not a trouble with Open GL display.

I have no more idea right now. :roll:
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.
MattRM
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Location: Luxembourg
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@Octane render team >>

Humm, just one question, some news about the integrated plugins for blender (ready to test a pre-alpha, alpha released :D ) and some news about the OTOY cloud for common users ( waiting for super speed and big memory ) ?

Thanks,

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

MattRM wrote:@Octane render team >>

Humm, just one question, some news about the integrated plugins for blender (ready to test a pre-alpha, alpha released :D ) and some news about the OTOY cloud for common users ( waiting for super speed and big memory ) ?

Thanks,

Matt
here's stuff on Blender
http://render.otoy.com/forum/viewtopic. ... 27#p134727
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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