the obj exported was not scaled. I tested out further with Blender's obj export parameters variations, and I found out that this happened when HQ Normals is checked. The black areas didn't appear if just Normals is checked in Blender, or if both Normals and HQ Normals are checked in Blender's obj exporter.enricocerica wrote:Did you check the scale ?Faizol wrote:Obj exported from Blender appeared to be black when smooth boolean is enabled, but obj exported from other software doesn't have that problem so far.
Octane Render 1.022 beta2.2 RC1 available [obsolete]
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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.
Fedora 17 | 16 GB RAM | Quadro 4000 | driver = nvidia 304.xx & CUDA 4.0
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
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Yeah, at least Normals should be activated or both which is the default in the export script we provided.Faizol wrote:the obj exported was not scaled. I tested out further with Blender's obj export parameters variations, and I found out that this happened when HQ Normals is checked. The black areas didn't appear if just Normals is checked in Blender, or if both Normals and HQ Normals are checked in Blender's obj exporter.enricocerica wrote:Did you check the scale ?Faizol wrote:Obj exported from Blender appeared to be black when smooth boolean is enabled, but obj exported from other software doesn't have that problem so far.
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
- eyeinthesky
- Posts: 5
- Joined: Fri Mar 12, 2010 8:42 am
WinXP 64, i7 950, 3x GTX480
Speed is decreased. 11.20 M samples / sec --> 10.49 M samples / sec.
Day light simulation and turn table animation do not display anything, when motion blur is off and multi-gpu is on.
Exit takes long time.
Speed is decreased. 11.20 M samples / sec --> 10.49 M samples / sec.
Day light simulation and turn table animation do not display anything, when motion blur is off and multi-gpu is on.
Exit takes long time.
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
Win7 64 | 2x XEON | 12GB | 8x GTX580
I have no problems so far. Rhino-objs which previously crashed octane are imported correctly now. Vertex normal interpolation stuff works now as expected too. thanks!
Kubuntu | Geforce GTX480 | AMD 6x3.2GHz | 12GB
Great job ! my multi-GPU device works also with SLI mode enabled.
www.jonathanmonfroy.com
______________________________________________________
Win 7 64bits | 2x GTS 250 512 MB | i7 920 R | 6 GB DDR3 PC16000
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Win 7 64bits | 2x GTS 250 512 MB | i7 920 R | 6 GB DDR3 PC16000
Hi Guys,
Thanks for all the tests, we've indentified various problems obviously and we will work towards an RC2 with hopefully all these issues fixed and better multi-gpu performance.
I'd like to thank everyone for helping us test this.
Please stop posting known issues here for now, if someone finds a new problem, post it here
Yours,
Radiance
Thanks for all the tests, we've indentified various problems obviously and we will work towards an RC2 with hopefully all these issues fixed and better multi-gpu performance.
I'd like to thank everyone for helping us test this.
Please stop posting known issues here for now, if someone finds a new problem, post it here

Yours,
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Hi! Here is some bugs i've encountered with this build.
Some functionalities lost witch relaying on "float" values
for Example
- Bump map works with Normal map set to "float" value not "floattexture"
- Normal maps ignores "Power" value if it's "floattexture" (if "float" - works fine)
temporary workaround for this: replace "floattexture" with "float" in node editor
or open scene created in previous version all values imported will be "float"
(not converted to "floattexture") that's why bump work in scenes from previous builds
I've noticed problem with Render Viewport,
it happens from time to time while dragging splitter between viewport and node editor,
it looks like RenderView is properly resized but lost its coordinates...
while draggin splitter up - RenderView Goes down (including Rulers) revealing empty space between rulers and "Render Viewport" toolbar
while draggin splitter down - it reveals some "Garbage"
If this happens - only workaround i've found - to save, close and Reopen Octane Render
Opening scene with command line - works fine
(actually i'm just dragging scene over Octane Render Shortcut to launch it)
But than i click "save.." in Octane Render, it opens "Save As.." Dialog, like it's a new scene
(Searching original file with "save as" dialog and hitting "yes" to overwrite - is bit uncomfortable)
Problem with nodes in Graph Editor, step by step:
1. Add two Diffuse materials, and one RGBSpectrum Texture
2. Connect Texture to both materials as Diffuse
3. Delete Connection For Second Material
Consequences:
1. In Node Inspector Diffuse channel of Second Material is Gone Now (as if never exist), and material is seen as Black Color in "Render ViewPort"
2. Connection between Texture and First Material can't be removed at all (even with paused render)
3. Moving Nodes in Graph Editor causes rebuild of Preview after each move,
and it causes eat up GPU RAM after each click or move till all RAM Gone
Tested with 64bit build on Win7 with 197.45 Nvidia drivers
Some functionalities lost witch relaying on "float" values
for Example
- Bump map works with Normal map set to "float" value not "floattexture"
- Normal maps ignores "Power" value if it's "floattexture" (if "float" - works fine)
temporary workaround for this: replace "floattexture" with "float" in node editor
or open scene created in previous version all values imported will be "float"
(not converted to "floattexture") that's why bump work in scenes from previous builds
I've noticed problem with Render Viewport,
it happens from time to time while dragging splitter between viewport and node editor,
it looks like RenderView is properly resized but lost its coordinates...
while draggin splitter up - RenderView Goes down (including Rulers) revealing empty space between rulers and "Render Viewport" toolbar
while draggin splitter down - it reveals some "Garbage"
If this happens - only workaround i've found - to save, close and Reopen Octane Render
Opening scene with command line - works fine
(actually i'm just dragging scene over Octane Render Shortcut to launch it)
But than i click "save.." in Octane Render, it opens "Save As.." Dialog, like it's a new scene
(Searching original file with "save as" dialog and hitting "yes" to overwrite - is bit uncomfortable)
Problem with nodes in Graph Editor, step by step:
1. Add two Diffuse materials, and one RGBSpectrum Texture
2. Connect Texture to both materials as Diffuse
3. Delete Connection For Second Material
Consequences:
1. In Node Inspector Diffuse channel of Second Material is Gone Now (as if never exist), and material is seen as Black Color in "Render ViewPort"
2. Connection between Texture and First Material can't be removed at all (even with paused render)
3. Moving Nodes in Graph Editor causes rebuild of Preview after each move,
and it causes eat up GPU RAM after each click or move till all RAM Gone
Tested with 64bit build on Win7 with 197.45 Nvidia drivers
Win7 64 | i5 750 | 4GB | GTX260 core 216 & 2 x GTX 470 | 257.21 CUDA 3.01 | Blender
Resolution changing during render working here but when using 2 GPU's it seems your new memory manager is not cleaning up after a rez change up or down, new memory is allocated each change and the old RenderFilm Target area not released. I think this is only on 1 GPU because after enough rez changes to max memory, and getting the simplify scene dialog, 50%, the right half of the screen still renders fine, left half is blackradiance wrote:thanks, but we definately should see if we can fix that... it's quite stable on our hardware setups. (changing res on the fly)katerlake wrote:On the first look, this RC is faster then the old version. The mix function is great.
Resolution changing during the rendering dont work with my system, but with this problem, i can live.![]()
My system: Win 7 64 bit, GTS 250, Octane 1.022 beta2.2 RC1 64bit
@ Radiance. You and your team make an great Job.
Radiance
Vista Premium 64 | 2x Geforce 9800GT | Q9400 Quad 2.66GHz | 8GB