OctaneRender™ Standalone 1.28

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ROUBAL
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Thanks for this new release...

OK, I have finally been able to unpack a .orbx file.

If I try to export a second time an object appended in the scene by importing a .orbx file, Octane freezes and can only close it through Windows task manager. :roll:
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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pixelrush
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> Would that workflow work for you?

Well I can't say how everyone might work but I would expect that it would all be conveniently and tidily unpacked into a folder with a name reflecting the content and the origin. As you have it presently you could end up with a lot of visual clutter, confusion, conflict and inconvenience I think. If you have the situation where you have and want to unpack several different .orbx into the same top folder you have a conflict with the name and between the 'geometry and 'textures folders even though the content is different. My only thought is that the folder name might be appended 'unpack' as well to easily distinguish it from others you might have and again avoid a likely conflict.
In that case 'my_project_folder' can have job1.orbx + job2.orbx + job1_unpack + job2_unpack + job2 (containing other collected bits that may or may not be used) + job1.ocs....

So yeah if you choose C:\temp as the destination for the unpack I would expect to see a folder 'my_unpack unpack' containing my_unpack.ocs and its 'geometry' and 'textures' folders.

I co-wrote a macro to export .obj out of Solidworks that put everything in a folder named after the file and it worked well I think. ie swxname.sldpt made a folder 'swxname OBJ' with everything inside it - swxname.obj etc. This also made it easy to spot and move/copy/delete and append a number for versioning.

Hope that helps.
If anyone else has some ideas speak up too.

Edit: also now that an .orbx might be anything - material to whole scene - and you can combine geometry etc it is quite likely that you would cleverly mix together stuff in a render task, so naming and organisation ought to be simple and logical in its implementation. IMO.
Last edited by pixelrush on Fri Jan 24, 2014 9:52 pm, edited 4 times in total.
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Octane v1.55
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abstrax
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vipvip wrote: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
Hmm, unfortunately I don't understand the problem. You can still just export a material into package (which replaces old .ocm files) and then import it into some other project. You can now also export/pack an arbitrary selection of node items into a package (although due to a bug the connections are not restored correctly). You can even now import a whole project into another project. So I don't see how older versions are better in that regard?

So could you please explain the problem a bit more?

Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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stratified
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grimm wrote: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:
Hi Jason,

I can't reproduce it here on my Linux machine but we'll investigate it next week.

cheers,
Thomas
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stratified
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ROUBAL wrote:Thanks for this new release...

OK, I have finally been able to unpack a .orbx file.

If I try to export a second time an object appended in the scene by importing a .orbx file, Octane freezes and can only close it through Windows task manager. :roll:
Hi Roubal,

Could you explain the exact steps to trigger the freeze? I'm unable to reproduce it on my machine.

cheers,
Thomas
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ROUBAL
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Hi Roubal,

Could you explain the exact steps to trigger the freeze? I'm unable to reproduce it on my machine.

cheers,
Thomas
In a new scene, I import an object (.obj) that was first exported as a .orbx in an other ocs file.

Say, that I change something in this object, like the color of some materials.

Then, I want to export again this same object as a new (updated) .orbx : I get the freeze !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
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stratified
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Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

ROUBAL wrote:
Hi Roubal,

Could you explain the exact steps to trigger the freeze? I'm unable to reproduce it on my machine.

cheers,
Thomas
In a new scene, I import an object (.obj) that was first exported as a .orbx in an other ocs file.

Say, that I change something in this object, like the color of some materials.

Then, I want to export again this same object as a new (updated) .orbx : I get the freeze !
Hi Roubal,

Thanks for the extra info, I can reproduce your crash now on my machine. We'll look into this after the weekend.

cheers,
Thomas
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grimm
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Location: Spokane, Washington, USA

stratified wrote:
grimm wrote: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:
Hi Jason,

I can't reproduce it here on my Linux machine but we'll investigate it next week.

cheers,
Thomas
Thanks Thomas, I'm still poking at it to make sure I haven't done something dumb. I did delete the .OctaneRender directory in home, but it didn't make any difference. I'm also going to run more tests on previous versions and see how they work.

Jason
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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ROUBAL
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Location: FRANCE
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Hi Roubal,

Thanks for the extra info, I can reproduce your crash now on my machine. We'll look into this after the weekend.

cheers,
Thomas
Fine ! Thank you very much Thomas !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
vipvip
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Posts: 726
Joined: Fri Apr 22, 2011 9:28 am

abstrax wrote: Hmm, unfortunately I don't understand the problem. You can still just export a material into package (which replaces old .ocm files) and then import it into some other project. You can now also export/pack an arbitrary selection of node items into a package (although due to a bug the connections are not restored correctly). You can even now import a whole project into another project. So I don't see how older versions are better in that regard?

So could you please explain the problem a bit more?

Thanks,
Marcus
Thanks for your answer.
At first i want to say i just had just a quick look to these new version so i don't represent an advanced user with the new standalone logic: but, as far as i can remember, it was before a very simple way to load/save/replace by importing directy a saved material and plug it or load it ( with a small in/out drive iconjust under the material icon, which would be placed just under the spherical material one, see picture attached ).
You know, i like to work with fast and simple (but powerfull) tools and , as newbie i am with this new packing logic, i'm lost ( and i don't talk about the scripting one, which is totaly SCI-FI for me :D )... but i see what you mean when you explain the process :), thanks a lot
Cheers
Vincent
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