OctaneRender™ Standalone 1.31

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roeland
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BorisGoreta wrote:If I have an environment sphere emitting a HDRI map then emmission intensity gets normalized according to the sphere size. Since environmet sphere is usually really big emission strength gets really weak because of this normalization and my HDRI environmet is barely visible. Could you please turn this off or make it an option ( also available in plugins please ).
Maybe we can increase the max power for emitters.

Are you using this environment sphere in combination with another texture environment or a daylight environment?

--
Roeland
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BorisGoreta
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I am using it in combination with daylight. Currently there is a boost limit of 100000 I think so it would be good if there was no limit.
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stratified
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Dmi3ryd wrote:Please fix automatic length alembic node (now is too large) and distance between point is too large
Can you post or pm the scene that reproduces this?

cheers,
Thomas
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smicha
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abstrax wrote:
smicha wrote:
abstrax wrote:Please be aware that you can't render the maximum resolution with current hardware since the film buffer wouldn't fit into VRAM. In case you just want to increase the image resolution in one direction, the film buffer should fit, but you may have to switch to the software viewport since OpenGL may not be able to display such large images.[/color][/b][/list]
Marcus,

I tried to increase a very simple scene resolution. What I managed to achieve was something about 16000 x 600 (Titan). Then a blank gray screen appears and I cannot display a model in the preview window anymore and I must close Octane. See the screenshot. Is this OpenGL limitation or should it work under such resolutions?
That's the OpenGL limitation I mentioned. You can get around it using the software viewport (File -> Preferences -> Application -> Viewport).

Yes - switching to software settings solves it. IMO this should be the default settings. Is OpenGl settings superior in any cases?

Just a small bug: when I input '999999999999 in X resolution panel the number is changed to '2147483647' instead of 32768 - see the screenshot.
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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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Dmi3ryd
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stratified wrote:
Dmi3ryd wrote:Please fix automatic length alembic node (now is too large) and distance between point is too large
Can you post or pm the scene that reproduces this?

cheers,
Thomas
I wrote you PM
Win 8.1/64 | Geforce GTX780TI | Core I7 970 | 24GB
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stratified
OctaneRender Team
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Location: Auckland, New Zealand

Dmi3ryd wrote:
stratified wrote:
Dmi3ryd wrote:Please fix automatic length alembic node (now is too large) and distance between point is too large
Can you post or pm the scene that reproduces this?

cheers,
Thomas
I wrote you PM
Thanks Dmitri! It helped us solve the issue.

cheers,
Thomas
xxdanbrowne
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Rikk The Gaijin wrote: I tried in version 1.29, 1.28 and 1.27, all have the same problem... Does anybody use Alembic? How come nobody ever found this problem?
I also have had this problem with maya alembic but I can't remember what version - possibly 1.2x.
I'm also having a problem with being unable to figure out the correct scaling if I have more than one alembic scene in the scene simultaneously. Like for example a character scene with a character, the characters's clothes and the character's hair as three separate alembics. The scale ends up off.

But yeah, I concur - the most difficult issue is that multiple materials don't export out of maya even if you have a single alembic scene. Either that or there's some other way you have to associate the materials to the alembic scene. If it's that I don't know how to do it.
Rikk The Gaijin
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xxdanbrowne wrote:
Rikk The Gaijin wrote: I tried in version 1.29, 1.28 and 1.27, all have the same problem... Does anybody use Alembic? How come nobody ever found this problem?
I also have had this problem with maya alembic but I can't remember what version - possibly 1.2x.
I'm also having a problem with being unable to figure out the correct scaling if I have more than one alembic scene in the scene simultaneously. Like for example a character scene with a character, the characters's clothes and the character's hair as three separate alembics. The scale ends up off.

But yeah, I concur - the most difficult issue is that multiple materials don't export out of maya even if you have a single alembic scene. Either that or there's some other way you have to associate the materials to the alembic scene. If it's that I don't know how to do it.
This is a really bad news... :(
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merid888

thank you, i'll test octanerender team
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emihich
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Congratulations on this so far very stable release, at least in my experience.
I am having no problem with Lua script ,it is very straight foward and easy to use.
I am importing Alembic geometry and Camera and even materials without any problem.
My only drawback is to keep the imported alembic camera parameters consisted with the original aplication (3ds max 2014)
because it is a matchmoved camera. Any tip will be apreciated.
and also when I change the resolution from the default to my original aplication (3ds max 2014)
which is 2048x1552,i am afraid it messes with camera parameters too.
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