Here is the reason. It will not work with 260, too old CUDA version...r4ytrace wrote:I currently unfortunately only have a GTX 260, but there is a GTX 660 on order which I should have by hopefully monday or tuesdayJimStar wrote: What GPU do you have?.
OctaneRender™ for Blender 1.20.2 - 2.2 beta Win [OBSOLETE]
ok no worries - I shall wait till next week then 

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No problem, there are other more importend things.JimStar wrote:Thanks for report.dafassi wrote:Hi,
there are some issues using animated textures:
I have not given too much worktime to animated textures so far... Will do it in next versions...
Just because i need this for a commercial-prject:
Am i able to use animated textures with the blender-Octane-AddON,
or should i use an other raytracer?
Thanks!
WIN7 64bit • 32GB DDR5 RAM • Intel i7 6x4GHz • GeForce GTX780 • Blender
Request: Blender-Material-Conversion.
Is it possible to convert blender-intern-materials to Octane-Materials?
IE there is an addon for generating cities. This addon generates A LOT of textures and assigns them to materials.
Mostly there are some materials with some textures on "one object".
By using BlenderOctane this material is useless and i have to make the texturing by my self ... in cities impossible
Is it possible to convert blender-intern-materials to Octane-Materials?
IE there is an addon for generating cities. This addon generates A LOT of textures and assigns them to materials.
Mostly there are some materials with some textures on "one object".
By using BlenderOctane this material is useless and i have to make the texturing by my self ... in cities impossible

WIN7 64bit • 32GB DDR5 RAM • Intel i7 6x4GHz • GeForce GTX780 • Blender
@dafassi, a Blender (BI or Cycles) to Octane shader conversion doesn’t make much sense. Too much work for very dubious usefulness.
For your problem the best curse of action is to modify that add-on script so that it doesn't create "a lot" of textures & materials but only a few. Then you can convert the materials manually.
For your problem the best curse of action is to modify that add-on script so that it doesn't create "a lot" of textures & materials but only a few. Then you can convert the materials manually.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Thanks matej,
i think you´re right! I will contact him. Because with cycles we have the same problem!
@ JimStar- there is an other thing: load the "Mosaic EricDesign" from the DataBase ´[Organic/Stone/...]. All you will render is the BumpMap of the material. Seems there is something wrong
-> Tested also the Post-FX settings: <-EDITED
a) it would be better to have the post settings inside the RENDER TAB, because originaly blenders post-button is to find there
b) is it possible to change post-process after rendering an image? i know, in standalone its possible
. Or would this make a problem because we cant keyframe them than for an animation?
i think you´re right! I will contact him. Because with cycles we have the same problem!
@ JimStar- there is an other thing: load the "Mosaic EricDesign" from the DataBase ´[Organic/Stone/...]. All you will render is the BumpMap of the material. Seems there is something wrong

-> Tested also the Post-FX settings: <-EDITED
a) it would be better to have the post settings inside the RENDER TAB, because originaly blenders post-button is to find there

b) is it possible to change post-process after rendering an image? i know, in standalone its possible

Last edited by dafassi on Sun Oct 06, 2013 8:12 pm, edited 1 time in total.
WIN7 64bit • 32GB DDR5 RAM • Intel i7 6x4GHz • GeForce GTX780 • Blender
The even better way - if you modify the script at all, you can just add the opportunity to choose which materials to create, standard Blender's, or Octane. In this case instead of lowering the complexity of materials to be able to convert them later, you will get the same well-looking complex Octane materials right after using this script.matej wrote:For your problem the best curse of action is to modify that add-on script so that it doesn't create "a lot" of textures & materials but only a few. Then you can convert the materials manually.
I don't think that just changing the created node-type from one to another in this script will be some complicated task.
I have no crashes here... How can I reproduce it?dafassi wrote:JimStar ... great! Never seen that fast support/programmers! THANK YOU!
As im on a low speed internet connection there is an issue that let blender crash:
When downloading a material from DB and the internet connection is lost, blender crashes.
When the connection comes back nothing changes - when blender is crashed i have to restart.
I press the "Get material", and unplug the network cable - no problems, it just sets the empty material after timeout...

Hi Jim,
A little question, now the liveDB is supported is there a way to import my own macro material inside blender? is there a place where the live db is cached on hard drive where i can put my ocm ?
i would like to convert my octane project for blender, but my project materials are too much complex for rebuilding everything in blender
Thanks
A little question, now the liveDB is supported is there a way to import my own macro material inside blender? is there a place where the live db is cached on hard drive where i can put my ocm ?
i would like to convert my octane project for blender, but my project materials are too much complex for rebuilding everything in blender

Thanks
i7 8700k / 16Gib / GTX980Ti 6GiB / win10x64 1803 / Blender 2.78a / drivers 416.34 + Octane 4.0 Standalone / OctaneBlender