OctaneRender™ Standalone 1.21

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

I have the official plugin for Blender as well but haven't starting using it in my workflow for various reasons (have an ongoing project of 1600 images that will be several months more and I don't want to change things mid way through, nothing against the plugin). I was just bringing it up because it might be a small change that will bring back functionality, it might also be something that needs to be modified in the unofficial plugins. Either way, there needs to be some kind of fix (either in Octane or by the devs for those plugins) or a lot of people wont be able to use the new Octane.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
gah5118
Licensed Customer
Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

kavorka wrote:I have the official plugin for Blender as well but haven't starting using it in my workflow for various reasons (have an ongoing project of 1600 images that will be several months more and I don't want to change things mid way through, nothing against the plugin). I was just bringing it up because it might be a small change that will bring back functionality, it might also be something that needs to be modified in the unofficial plugins. Either way, there needs to be some kind of fix (either in Octane or by the devs for those plugins) or a lot of people wont be able to use the new Octane.
same boat with the workflow. It seems more like a bug though.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

The camera target command line argument is broken in this release, it will be fixed in the next release.

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Roeland
r-username
Licensed Customer
Posts: 217
Joined: Thu Nov 24, 2011 3:39 pm

The RGB values do not match.
It would seem that the values in the pop-up are correct, FF8000 = Red 1.000 G 0.500
and not Red 1.000 and Green 0.218

see attached image
i7 960 - W7x64 - 12 GB - 2x GTX 780ti
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

This is because Octane uses linear workflow: http://render.otoy.com/forum/viewtopic.php?f=21&t=33214

The color picker allows you to enter colors in sRGB color space instead of linear space, so when you copy colors from other applications the color you will get in Octane is closer to the color you got in the other applications. The node itself always displays the linear value.

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Roeland
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

HDRI environment seems to be locked to Z rotation only (UV/3D transformation).
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
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smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Rikk The Gaijin wrote:
abstrax wrote:We can populate the pins of the object layer map node with some default object layer nodes if that would help you.
I'm not sure to understand what you mean.
My propose was something very simple, like this:
Image

If you CTRL+click the eye, only that object will be visible, everything else will be hidden.
And then have the Camera/Shadow visibility options in the OBJ properties.
Isn't that easier? :(
I totally agree with Rikk - adding object layer map and object layer just to turn off visibility is way too messy. It is much easier to unpin a node from a geometry group. The solution with the eye icon looks very neat. Guys please add such a solution (if this is possible).
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
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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smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Guys,
I just want to thank you again for your fantastic work. I just tried how image displacement and instancing work. It is truly amazing that copying the same image texture node is still visible as one texture :shock: :D , which is a huge vram saver. I've been waiting for this for more than a year.

Here is also my suggestion to clean some unwanted nodes when exactly the same texture is applied. One more input would be required for projection in material map.
Attachments
proj1.jpg
proj2.jpg
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
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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steveps3
Licensed Customer
Posts: 1118
Joined: Sat Aug 21, 2010 4:07 pm
Location: England

I've got a bit of a problem. As you can see I have tons of geometry yet I have zero render. The screen is completely blank. I can move the camera around and it stays blank. This is an export from blender. Oddly if I import the scene directly into Octane then it works so I am going to assume that it is something to do with the command line that is not working.
blank.jpg
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
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FooZe
OctaneRender Team
Posts: 1335
Joined: Tue May 15, 2012 9:00 pm

Hi Steveps3,

It could be a camera placement issue.
Try some of the preset views (fourth icon from the left in the viewport toolbar) to see if that brings the obj into view...

Thanks
Chris.
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