OctaneRender™ Standalone 1.23

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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roeland
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p3taoctane wrote:Roeland See if these make any sense... or are of use to ya aye.

Peter
It looks like a GPU cache converts the entire scene to a single mesh, so it's not really good for rendering in Octane.

Is it correct that the entire cube has one material?

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Roeland
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roeland
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grimm wrote:I'm not really too sure how to describe this problem. All I did was to add a second render target node and connected it to the same pin on the geometry node as the first target node. When I rotate the view on the second target node the focus blur goes in and out as you move the camera. It's like at certain angles the focus doesn't work right? Focal depth doesn't change and always is set to 1.
This is normal when the autofocus is enabled. Octane will automatically focus on the object in the center of the frame. If there is nothing in the center, then the focus distance is set to the value from the focal depth input.

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Roeland
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grimm
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Thanks Roeland that makes sense. :)
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kavorka
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Is it possible to have it make material outputs for every material you select to group, even if they are not connected to an obj node?

right now, it seems that if you group multiple materials, the ones not currently plugged in dont automatically create outputs.
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roeland
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kavorka wrote:right now, it seems that if you group multiple materials, the ones not currently plugged in don't automatically create outputs.
That was the intended behavior. You can group the selected nodes together in a node graph, and any connection from or to a node outside the selection is automatically routed through a linker node. It is always possible to change the behavior but this may then be inconvenient if you need the grouping feature for a different reason.

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Roeland
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bicket
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While playing with octane to test how specular materials react with light, I just found a bug with PMC caustics
http://render.otoy.com/forum/viewtopic.php?f=33&t=37578

Tested in 3dsmax 1.22a but I think the problem is the same with standalone.
1.20 is ok
1.22a is not.

Refraction is ok (same result for 1.2 and 1.22a in rendering a glass filled with liquid) but caustics are KO.

Another annoying point is that backface is reflecting way too much even if reflection is set to zero (the problem is also visible in rendering)
http://render.otoy.com/forum/viewtopic.php?f=25&t=37537





Meanwhile 1.22a is much faster (2.3x)
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xxdanbrowne
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One positive point for this release: I noticed that it loads geometry a lot better for me.
Previous versions I'd take a character from maya into zbrush, sub-D it to about a million polys and then try to import into octane standalone. Without fail it crashed on me if I had more than about 120K polys but now I can load meshes of a couple million polys without crashing. So that's pretty awesome!

I just wish I could figure out how to get bumps or normals working on characters. They work ok on props like buildings etc but on characters without fail they look aweful for me (particularly if I'm using an SSS material).
kevinshane
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please correct me if I am wrong~ I think 1.23 is slower than the 1.20(1.18) :( :( anyone has this issue????
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benjamin9999
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Small bug when using a geometry group (maybe others, not sure):

Code: Select all

-- find 'flashgroup', which is NT_GEO_GROUP
scene = octane.nodegraph.getRootGraph()
flashgroup = scene:findItemsByName('flashgroup')[1]

-- bug:
flashgroup:disconnectIx( N )      -- N appears to be Zero-indexed
flashgroup:connectToIx( N, node ) -- N appears to be    1-indexed
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stratified
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yep, that's a bug. disconnectIx should be 1-based. We'll fix that in the next release.

cheers,
Thomas
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