OctaneRender™ Standalone 1.28

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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Hi All,

This is another bug-fix release.

Hopefully, the packaging works now correctly, but there may still be issues left. -> Please do not remove the original scene files after you packaged them, just in case something goes wrong during the packaging.

Changes since 1.27

Rendering
  • Grayscale Color value can now be set to a value >1.0 allowing you to set a higher bump power.
Scene and Geometry Import
  • .orbx files are not typed anymore and can contain just a material or a whole scene.
  • Added the possibility to import .ocm, .ocs and .orbx files into the current project.
  • Removed menu "Nodes". To import/export nodes always use the context menu.
  • Unpacking a package renames the .ocs file to the same name as the directory that receives the package.
  • Fixed LiveDB uploading and downloading of packages.
  • Made .orbx files platform independent.
  • Geometry archives (Alembic scene nodes) will have input pins for all camera pins that are not provided by Alembic cameras. This can be enabled/disabled in the import options.
Node System
  • Fixed crash when you try to copy an output linker into a node pin.
  • Fixed crash when you tried to show the preview render target node in the Outliner. Also disabled the ability to show nodes that are not in the project root node graph.
Lua Scripting
  • Fixed documentation of tabs component.
  • Added octane.render.clear() and octane.render.reset()
  • Added the possibility to bind GUI component properties to data values in a Lua table (see octane.gui.bind() and octane.gui.createPropertyTable()).
Download:

Windows
ZIP archives:
- 64-bit
- 32-bit

MacOS X
ZIP archive:
- 32-bit and 64-bit

Linux
ZIP archive:
- 64-bit

Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Tugpsx
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Thanks, more toys to play with.
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pixelrush
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>Unpacking a package renames the .ocs file to the same name as the directory that receives the package.

Why does it do this? Cant it take the orbx name or bung it all in a folder? I now have a file My Documents.ocs

somename.orbx -> somename.ocs

somename.orbx -> somename unpack = somename.ocs + geometry + textures
Last edited by pixelrush on Fri Jan 24, 2014 6:51 am, edited 3 times in total.
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GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
Tugpsx
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Wait the fix for the "Show in Graph Editor" is to remove it. now only geometry has that option. Interesting.
I guess since the Daz generated alembic scenes don't contain a camera one will not be generated. I tested an old scene and no camera was generated.
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pixelrush
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if I open a testpack.orbx and then decide to save as package and use the same name I get a warning it already already exists and do I want to replace it. If I say yes I get testpack_intermediate_package_save.orbx created + the original testpack.orbx is still there unchanged

If I import the testpack_intermediate_package_save.orbx either afresh on its own or into testpack.orbx and ungroup it it has no node connections. If I import another testpack.orbx into itself it also has no connections.
If I choose another scene other than one based on the present it will import the connections.

obviously finds these things a bit incestuous :?
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grimm
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I'm having fun with the new functionality. Thanks Guys! :D

I did have a problem with the script editor. My scripts were running fine and then I tried out the new inspect menu. I selected my script in the menu and it loaded into the edit window. I then tried to run it and Octane crashed with this error:

Code: Select all

jason@gemong OctaneRender_1_28_linux$ ./octane 
ERROR: Program executed illegal instruction.. terminating
Now when I try to run my scripts, even if I load it from the load button in the editor it crashes. This also happens when I try to run the scripts from the scripts menu. It's like an environment variable has been written now and my script no longer runs because of it. I tried the included scripts (turntable) and it works!?! There must be something different between my script and the included one? Every time I try to run my script now it crashes Octane, so it's very repeatable.

Also the random crashes have gotten much worse now with this version, same error as above. :cry:
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
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

pixelrush wrote:>Unpacking a package renames the .ocs file to the same name as the directory that receives the package.

Why does it do this? Cant it take the orbx name or bung it all in a folder? I now have a file My Documents.ocs

somename.orbx -> somename.ocs

somename.orbx -> somename unpack = somename.ocs + geometry + textures
The idea was that you unpack a package into a new directory. I thought that the new directory is created automatically, but that isn't the case. Would that workflow work for you? I.e.

Unpacking my_package.orbx into c:\temp would create the directory c:\temp\my_package and containing a scene file c:\temp\my_package\my_package.ocs.

Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Tugpsx wrote:Wait the fix for the "Show in Graph Editor" is to remove it. now only geometry has that option. Interesting.
We fixed the actual crash as well as hide the option for nodes that are not in the project node graph, since they can't be shown in the editor or outliner. The reason is that these nodes are in a different (hidden) root node graph, which is not displayed in the node graph and the outliner.
I guess since the Daz generated alembic scenes don't contain a camera one will not be generated. I tested an old scene and no camera was generated.
Since DAZ Alembic files don't contain a camera, no camera is loaded. You can still create your own one of course.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

pixelrush wrote:if I open a testpack.orbx and then decide to save as package and use the same name I get a warning it already already exists and do I want to replace it. If I say yes I get testpack_intermediate_package_save.orbx created + the original testpack.orbx is still there unchanged

If I import the testpack_intermediate_package_save.orbx either afresh on its own or into testpack.orbx and ungroup it it has no node connections. If I import another testpack.orbx into itself it also has no connections.
If I choose another scene other than one based on the present it will import the connections.

obviously finds these things a bit incestuous :?
EDIT: I see the problem now. The connections in the loaded node graph are not created correctly. Thanks for the info. We will have a look at it.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
vipvip
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Posts: 726
Joined: Fri Apr 22, 2011 9:28 am

i normally use octane with integrated plugin ( lightwave ) and all is ok with it.
i just had a quick look with the new standalone version, and the (normaly ) simply operation of saving a material and load it to replace another one is just a nightmare: impossible to realise !... With earlier version <1.20, as far as i can remember, it was clear and simple... perhaps it is the fault of my neuronal connections, because day after day, i become older :mrgreen:
sorry: i forgot to thank you for the new release
Last edited by vipvip on Fri Jan 24, 2014 6:44 pm, edited 1 time in total.
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