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.
Thanks for new version! Right now I've 1.10 version. I've download a v1.13 and want to know how to use it. Did I need to replace files from archive to files in installed folder? Another question, this is stable release?
Last edited by Dmi3ryd on Fri Apr 19, 2013 9:24 am, edited 1 time in total.
MattRM wrote:@Kavorka : Thank you very much, I bookmark the page now
Matt
what I always do is just click "view new posts" at the top right of the forums page. this way I never miss any new announcements, ect. Check it at least twice a day to make sure I don't miss anything.
I was just using 1.13.
I always disable the "viewing of material node when selected" so I don't accidentally reset my render. When I need to check just that material, I right click and hit "render". Now, I just noticed that when I do this in 1.13, it is rendering the previously selected node, not the currently selected node. So, if I have material 1 selected, then right click on material 2 and hit "render", it will show material 2 selected, but render material 1. if I then right click on material 3, it will show material 3 selected, but render material 2. If I left click on a material, then right click and render, it will render that material correctly.
@kavorka, I work the same way as you. I haven't tried to render recently with the right button for materials, but I have tried with Mesh nodes, and the behaviour is as you say. The consequence is that I have to select and click twice the same mesh node render in the right button menu to render the mesh node that I want...
I also have noticed that the material picker not always work in the render window : Clicking on right mouse button not always show the available material list.
I also noticed that selecting a material of objects placed by a scatter node, like fur and setting its alpha to zero leads to a GPU failure.
Done 4 times, failure 4 times. Octane displays failure of 1 of 2 GPUs, but the render is frozen totally. Setting Alpha to 1 allows the remaining GPU to restart, but the material picker no more works : Left button doesn't select anything or select wrong material, and the right button doesn't show the material choice list.
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.
The falloff material node seems to be broken in 1.13.
I create a material mix node with 2 diffuse nodes. I attach the same texture to each but change the gamma to 1 on the left node. I use a falloff node with default settings for the mix. In 1.1 this gave me nice fabrics, but it looks like it has no effect in 1.13.
We will fix the node graph editor issue in the next release.
@ROUBAL: How many objects do the scatter nodes have in your scene? It may be that if you make the scattered objects transparent the renderer just becomes too slow. Are there any messages in the log (Help » Open Log) after it freezes?
@kavorka: I don't have this problem here. Applying the fallof material works as expected, and it has the same effect in 1.10 and 1.13. Do you only have the problem when using image textures? Can you export a material showing the problem to an OCM macro file, and post it? (you can put it in a zip file and attach it here on the forum).
@elvis: There is a problem with bump maps in Octane, sometimes the effect when using full power isn't strong enough. For wood tiles like this it should work. Make sure the scale of the scene is correct, if you check the camera settings the scale slider at the bottom shows you how wide the camera view is. A very uniform environment also makes bump maps hard to see.