OctaneRender™ Standalone 1.52

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roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

Hi all,

This is another small update to our stable release, fixing some more problems which have been reported and adding a couple of small features.

Changes since version 1.51
  • The matte material catches shadows from environments without importance sampling.
  • Fix crash when showing a scene node input in the outliner.
  • Fix alpha channel on matte materials.
  • Add option to the thin lens camera node, to keep vertical lines parallel.
  • On Mac OS X the node graph editor correctly registers CTRL+click as a secondary click.
  • Make checking for loops in the node graph stricter, no loops are allowed involving node graphs, even if the connected inputs and outputs are internally not connected. This fixes crashes on loading OCS files containing such loops.

Known issues

This build doesn't work on the new Maxwell cards yet (the GTX 750 and GTX 750 Ti). In the device preferences they show up as having compute model 5.0. Support for these cards will be added soon. If have to buy a new card and need it for rendering now, you should look up the compute capability (but not the performance) here: https://developer.nvidia.com/cuda-gpus. Only 2.x and 3.x are supported at the moment.


Download

Either download the release from the downloads section of your customer area or use these direct links:

Windows
- 64-bit installer
- 32-bit installer

MacOS X
- 32-bit and 64-bit installer

Linux
- 64-bit ZIP archive

Happy rendering,
Your OTOY NZ Team
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

Since the 1.51 thread is outdated, I'll repeat my request here:
PLEASE make Scattering and Absorption node to read the mesh UVs.
You can put an RBG Image as input, but the UVs are not working...
I need this to plug maps into those inputs for a realistic skin shader. Flat color is NOT good enough.
hibingo
Licensed Customer
Posts: 14
Joined: Wed Oct 10, 2012 11:13 am

Is this a bug?

File > Preferences > Geometry Import

Tick box "Edit settings for new geometry"

Right click in node graph, > Geometry > Mesh

Select obj file in OS dialog

It just imports the file without opening the Geometry dialog.
User avatar
smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

roeland wrote:
  • Add option to the thin lens camera node, to keep vertical lines parallel.
YES! I've been waiting for this for 2 years. Thank you!
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
palhano
Licensed Customer
Posts: 21
Joined: Sat Apr 10, 2010 7:24 pm

Hello development team.

Is there a way to expose Lua API to external applications?
Something like Southpaw's Tactic,which is a digital asset management tool, so that it can automate workflow?
Or at least is there any command line option to run a Lua script?
Last edited by palhano on Fri Apr 04, 2014 4:11 pm, edited 1 time in total.
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Tested the vertical perspective fix, looks like it works great :)
Now we dont have to mess with it in photoshop :)
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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smicha
Licensed Customer
Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

kavorka wrote:Tested the vertical perspective fix, looks like it works great :)
Now we dont have to mess with it in photoshop :)
What I usually did I set the same Y values in position and target camera settings. Now its so easy :)
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
Eznit
Licensed Customer
Posts: 36
Joined: Wed Mar 21, 2012 11:27 am

Thank You TEAM :D
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

palhano wrote:Hello development team.

Is there a way to expose Lua API to external applications?
Something like Southpaw's Tactic,which is a digital asset management tool, so that it can automate workflow?
Or at least is there any command line option to run a Lua script?
Yes, there is.
You can get all command line options by calling

Code: Select all

octane --help
on the command line. This what you then get (see --script and --script-args):

Code: Select all

USAGE: 

   octane  [--script-args <string>] [--script <string>] [--benchmark]
           [--no-opengl] [-t <node name>] [-m <string>] [-R <node
           name=filename>] ...  [-r <filename>] [-l <filename>] [-n
           <filename>] [--imager-exposure <float>] [--daylight-sundir-z
           <float>] [--daylight-sundir-y <float>] [--daylight-sundir-x
           <float>] [--cam-lensshift-right <float>] [--cam-lensshift-up
           <float>] [--cam-aperture <float>] [--cam-focaldepth <float>]
           [--cam-scale <float>] [--cam-fov <float>] [--cam-motion-up-z
           <float>] [--cam-motion-up-y <float>] [--cam-motion-up-x <float>]
           [--cam-motion-target-z <float>] [--cam-motion-target-y <float>]
           [--cam-motion-target-x <float>] [--cam-motion-pos-z <float>]
           [--cam-motion-pos-y <float>] [--cam-motion-pos-x <float>]
           [--cam-up-z <float>] [--cam-up-y <float>] [--cam-up-x <float>]
           [--cam-target-z <float>] [--cam-target-y <float>]
           [--cam-target-x <float>] [--cam-pos-z <float>] [--cam-pos-y
           <float>] [--cam-pos-x <float>] [--stop-after-script] [--no-gui]
           [-q] [-g <int>] ...  [-s <int>] [--output-exr-tm <filename>]
           [--output-exr <filename>] [--output-png16 <filename>] [-o
           <filename>] [--film-height <int>] [--film-width <int>] [-e] [--]
           [--version] [-h] <filename>


Where: 

   --script-args <string>
     string passed verbatim to script in arg[1]

   --script <string>
     Filename of the script to execute.

   --benchmark
     Run the benchmark suite.

   --no-opengl
     Force software display

   -t <node name>,  --target-node <node name>
     Name of the render target node to render

   -m <string>,  --mesh-node <string>
     Name of the mesh node to render.

   -R <node name=filename>,  --relink <node name=filename>  (accepted
      multiple times)
     Relink additional mesh nodes in the file.

   -r <filename>,  --relink-meshnode <filename>
     Load the given OBJ mesh file into the mesh node given with
     --mesh-node.

   -l <filename>,  --link-meshnode <filename>
     Create a new mesh node from the given OBJ mesh file

   -n <filename>,  --new <filename>
     Create a new OCS project file from given command line arguments

   --imager-exposure <float>
     Imager Exposure Amount

   --daylight-sundir-z <float>
     Daylight Sun Direction Vector Z Component

   --daylight-sundir-y <float>
     Daylight Sun Direction Vector Y Component

   --daylight-sundir-x <float>
     Daylight Sun Direction Vector X Component

   --cam-lensshift-right <float>
     Lens Shift Right

   --cam-lensshift-up <float>
     Lens Shift Up

   --cam-aperture <float>
     Camera Aperture Radius

   --cam-focaldepth <float>
     Camera Focal Depth

   --cam-scale <float>
     Orthographic Camera Horizontal Scale

   --cam-fov <float>
     Camera Horizontal FOV (degrees)

   --cam-motion-up-z <float>
     Camera Up Motion 2nd Vector Z Component

   --cam-motion-up-y <float>
     Camera Up Motion 2nd Vector Y Component

   --cam-motion-up-x <float>
     Camera Up Motion 2nd Vector X Component

   --cam-motion-target-z <float>
     Camera Target Motion 2nd Position Z Component

   --cam-motion-target-y <float>
     Camera Target Motion 2nd Position Y Component

   --cam-motion-target-x <float>
     Camera Target Motion 2nd Position X Component

   --cam-motion-pos-z <float>
     Camera Motion 2nd Position Z Component

   --cam-motion-pos-y <float>
     Camera Motion 2nd Position Y Component

   --cam-motion-pos-x <float>
     Camera Motion 2nd Position X Component

   --cam-up-z <float>
     Camera Up Vector Z Component

   --cam-up-y <float>
     Camera Up Vector Y Component

   --cam-up-x <float>
     Camera Up Vector X Component

   --cam-target-z <float>
     Camera Target Position Z Component

   --cam-target-y <float>
     Camera Target Position Y Component

   --cam-target-x <float>
     Camera Target Position X Component

   --cam-pos-z <float>
     Camera Position Z Component

   --cam-pos-y <float>
     Camera Position Y Component

   --cam-pos-x <float>
     Camera Position X Component

   --stop-after-script
     Stops Octane after the specified script has finished - this is
     implicitely enabled, if --no-gui is set

   --no-gui
     Disables the creation of a user interface if a script file is
     specified

   -q,  --quiet
     Start Application without splash and minimized window

   -g <int>,  --gpu <int>  (accepted multiple times)
     add GPU device to use for rendering (0 = first)

   -s <int>,  --samples <int>
     Maximum number of samples per pixel (maxsamples)

   --output-exr-tm <filename>
     Output tonemapped EXR image file when maxsamples is reached

   --output-exr <filename>
     Output EXR image file when maxsamples is reached

   --output-png16 <filename>
     Output 16-bit PNG image file when maxsamples is reached

   -o <filename>,  --output-png <filename>
     Output PNG image file when maxsamples is reached

   --film-height <int>
     Film height

   --film-width <int>
     Film width

   -e,  --exit
     Close the application when rendering is done

   --,  --ignore_rest
     Ignores the rest of the labeled arguments following this flag.

   --version
     Displays version information and exits.

   -h,  --help
     Displays usage information and exits.

   <filename>
     .OCS Project scene file
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

palhano wrote:Hello development team.

Is there a way to expose Lua API to external applications?
Something like Southpaw's Tactic,which is a digital asset management tool, so that it can automate workflow?
Or at least is there any command line option to run a Lua script?
You can't use the Lua API in an external application. You can run a Lua script from the command line with --script /path/to/script. You can also pass arguments to your script with --script-args "a string of stuff". This one is passes to the script in the args table. (I'll do a more elaborate writeup of this in the Lua forum).

cheers,
Thomas
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