OctaneRender™ Standalone 1.23

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

bicket wrote:Hi Roeland,

Thanks for update. What about shadow visibility VS environment light ?
Octane considers the light coming from the environment as part of the global illumination. Shadow visibility switches visibility for sun light and light from emitters. If you enable the importance sampling of the environment (when using an image texture), then bright spots in the environment map are also considered emitters.

--
Roeland
manalokos
Licensed Customer
Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

roeland wrote:
mikinik wrote:hi! why self-illuminating material works not always correctly? to all geometry before exporting applied reset xform. normals of geometry oriented correctly.
The power of light sources works a bit differently when the scene is composed with small meshes, versus one big mesh with a lot of materials. A mesh is subdivided in a number of materials, visible as input pins on the mesh node. When you assign an emitter of say 100W to one of these pins then this 100W is distributed over the total area covered by this material. If you assign this emitter to a second input pin as well, this second material also will emit 100 W. If the second material covers less area than the first, then it will appear brighter because the power is spread over a smaller area.

Now what happens if you split this mesh into a few instances? If the first material is now spread over three instances, then each of the three parts are now emitting 100W, so on average it gets 3 times brighter. I can imagine this can be quite annoying if you have to switch between using one big mesh vs using instances. But we haven't found a meaningful way yet to make it behave more consistently.

--
Roeland
Could you make the emission be based on W/m2?
This way it would be consistent.
User avatar
glimpse
Licensed Customer
Posts: 3740
Joined: Wed Jan 26, 2011 2:17 pm
Contact:

r-username wrote: I don't have the ability to write the scripts myself, but would put funds toward or purchase a lua/octane camera motion addon similar to application plug-in model. Not sure how may octane users would be agree but I think there is or will be a market for custom lua scripts.
agree on that. As a nonCoder myself I would be glad to give a go for a plugin with good functionality if there will not be enough available free material to get grip with Lua usage in Octane. To Code is poetry on it's own & believe it's not for everyone. I'm not talkin' here 'bout basics..

Actually though a while ago that something like, pan, zoom etc would be very beneficial as extension to turntable - this is very useful..and for majority of cases these few movements are enough..
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

steveps3 wrote:I have a feature request. It has probably been asked for several times. If so then I apologise. Would it be possible to be able to select a material by selecting its node pin. Quite often I want to change several materials (cloth_001, cloth_002 for example) that have their pins next to each other so it would be much easier to select the pins than it is to find the correct material in the scene. In fact I quite often find it hard to select the correct material from a scene when the object which has that material is quite small. Being able to just click on the pin would be a lot easier.
For now it is probably the easiest to select the material in the outliner (this option is available in the context menu) and then you can use the outliner to switch between nearby materials.

--
Roeland
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

xxdanbrowne wrote:Possible Bug?

Also..... even if I shrink it down by a factor of 0.001 in maya by using scale and then export it - although it is now scaled to the same size as the geometry as it would be if exported using .obj (without previously scaling it down)....
now when I do that the textures don't work.
There is indeed a bug in the Scene node: if you create a new one it doesn't get the scale unit from the preferences. We will fix this in the next release.

--
Roeland
User avatar
grimm
Licensed Customer
Posts: 1332
Joined: Wed Jan 27, 2010 8:11 pm
Location: Spokane, Washington, USA

The missing timeline is back, thanks! :) I haven't had too many issues, except the random crashes. I have notice that in the Lua API if I forget to set the correct number of cells in a group Octane crashes with the same exact error. I'm wondering if the mysterious crashes are being caused by Octane's GUI code somewhere?

Also if you run a script while rendering is paused, Octane locks up and I have to kill it.

Thanks again,
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
User avatar
roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

For all Mac OS users: I have uploaded a new build, now all kernels should work.

Download for 32-bit and 64-bit.

--
Roeland
p3taoctane
Licensed Customer
Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

Thanks Roeland
OSX Maverick

Your magic did the trick working away now
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
User avatar
bepeg4d
Octane Guru
Posts: 10359
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

roeland wrote:For all Mac OS users: I have uploaded a new build, now all kernels should work.

Download for 32-bit and 64-bit.

--
Roeland
Thanks roeland :)
ciao beppe
p3taoctane
Licensed Customer
Posts: 1418
Joined: Mon Jan 25, 2010 12:53 am

I am somewhat confused... or just losing whatever memory I have.
I looked for a way to make sure that the ABC file exported from maya had material pins that I can assign different octane materials into....
There does not seem to be a setting in ABC export settings to turn on materials.... (could be blindness : > )

Nor did I see it in the Octane Preferences anywhere... (but I thought it was there in a dream I had : > )

But people are rending ABC files with Octane materials all over the place... what am I missing.

Thanks

Peter
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
Post Reply

Return to “Development Build Releases”