OctaneRender™ Standalone 1.52

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Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

I noticed when scaling textures some weird shadow effect (offsets) will show from the bump map. The more you scale it the worse it gets. Is this a bug? If not, is there anyway to avoid it when scaling textures?
bump.jpg
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boris
Licensed Customer
Posts: 148
Joined: Mon Jan 23, 2012 7:50 am

pixelrush wrote:Dare I ask ..is this the final 1.xx?
sorry maybe wrong topic but everybody is worried about 1.xx / 2.0.
the forum search option is not really helpful (again) in finding it out myself. no offense.
so:
Do all the current licensed octane user have to pay an upgrade price for the 2.0 version after all?
:cry:
no offense again. octane is a nice product. but otoy has of course profited from its community testing a lot in my opinion and I would consider 2.0 as 1.0 and pre-2.0 as beta.
cheers
boris
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kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

For the camera animation script, is it possible to update it so that it saves the image out with the frame number instead of an iteration? It is difficult to bring everything together when you split the animation up between computers.
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cakeller98
Licensed Customer
Posts: 51
Joined: Thu Feb 27, 2014 6:18 am

smicha wrote:
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!

Might I suggest that this is already within the camera controls, but is unusable.

Camera shift - like tilt/shift lenses. It's how it's done in real photography to shift the lens to create vertical perspectives, and tilt the lens to change the focal plane.

However in octane when you shift the lens, it doesn't maintain the focus through the middle of the frustum, it actually leaves the focal point at a distance perpendicular to the film plane. That means it's nearly impossible to use the shift.

if the shift worked correctly, it would keep the center of view coincident with the focal point.

here is an illustration of how I see it. and to add lense tilt... just allow the rotation of the projection plane away from parallel to the film plane. Do that, and we'd now have the equivalent of a 4x5 view camera with bellows! that would be incredible!
lens shift.jpg
you want to do this...
Image

but also this... (tilt lens allows to make the focal plane not parallel to the film plane... stunning effects on things like macro-product photography.
Image

hope otoy can make the shift (and tilt) easier to use! :D
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ROUBAL
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Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
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Hi, I post this here because the weirdest problem I encountered last night seems to be due to a bad behaviour of the Animation script Inside Octane.

Yesterday I came back to the previous Blender plugin version, because I couldn't get an alembic export with the most recent version, due to Octane server crash. So I reinstalled the Octane Server - 1.33 - 4.0 beta and Blender Octane Edition - 1.33 - 4.0 beta (2.69).

I finally got my alembic export of a car with animated character driving it (Export method used was Full). I spent hours copying one by one the materials from my original model. I have joined most of the separated parts of the car (doors and else) because each part sharing materials with others have different materials Inside Octane and gave a very high amount of material pins. Wheels are instanced copies of the same original mesh and are parented to rotating bones of an armature.

:arrow: Bad surprise (but not the least !) : the camera framing is not the same in Blender and in Octane from the alembic node. The alembic camera doesn't respect the Blender camera settings. I don't know if it is due to the exporter or to the interpretation of the alembic file Inside octane.

Finally, I tested the animation frame by frame in Octane and everything (except the camera framing) was fine in the render window...

:arrow: But, after long hours of rendering of the animation, I discover that the rendered/saved images of the animations are different than the images seen in the render window when incrementing frame by frame ! Look what happen to the car wheels when rendering a sequence with the animation script ! It is crazy ! :shock:

EDIT : I have exported again the alembic file with this time the wheels not instanced : Each Wheel is a different mesh. I get the same result with pulsating wheels ! It looks like the rotation is badly managed by the Animation script, as all frames look OK when incremented by hand. :roll: I have 1000 frames to render, and I can't render them by hand !

:arrow: After more investigations, it appears that the problem of pulsating wheels occurs only if the Animation frame rate in the animation script panel is set to value other than 24 Fps.

At 24 Fps, the problem doesn't occur. I have made a simplified orbx file containing 15 frames in an alembic node exported at 25 Fps. The file includes only one wheel and the road surface as reference. Try to render an animation at 24 Fps, and at 25 Fps. I also noticed that numbers in the frames name cause a problem and are replaced by the frame number of current render.

At 25 Fps :
Image


At 24 Fps :
Image

:!: A temporary trick for Blender plugin users while waiting for a fix of Alembic export bug : To avoid the Alembic Export failure and error message saying that a Compute model 1.3 is not found, try to disable all GPUs (uncheck all boxes) before exporting to Alembic file. This seems to circumvent the bug.

:arrow: As I can export by using the trick explained in previous lines, I have reinstalled the 2.70 version : After many hours of investigations, I have understood some things : The plugin doesn't convert the actual position of the camera when a frame delay is added in parenting the camera to an object. In my case, I have added a frame delay of 3 frames to the camera to add realism in the shot, as the camera is parented to the car which is filmed.

I am still investigating around other troubles.
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Last edited by ROUBAL on Mon Apr 14, 2014 1:43 am, edited 15 times in total.
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.
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Hi, I found a bug. I believe it existed in all 1.5x releases, but it wasnt there in 1.2.

Locking the aspect ratio of your resolution resets your rendering. I don't think it did this up until version 1.5.
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tomas_p
Licensed Customer
Posts: 188
Joined: Sun Mar 14, 2010 7:38 pm
Location: Slovakia

Hi.

I have terrible problem.

Almost each time when I open documents or I launch the octane, the octane requests some or somethimes many files (bitmaps or .obj).
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ROUBAL
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Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
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@tomas_p : most probably it is a path problem. Check in your preferences that the obj, texture or alembic files and else are in the specified directory (folder).
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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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Zay wrote:I noticed when scaling textures some weird shadow effect (offsets) will show from the bump map. The more you scale it the worse it gets. Is this a bug? If not, is there anyway to avoid it when scaling textures?
bump.jpg
This will be fixed with the next release.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
User avatar
abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

boris wrote:
pixelrush wrote:Dare I ask ..is this the final 1.xx?
sorry maybe wrong topic but everybody is worried about 1.xx / 2.0.
the forum search option is not really helpful (again) in finding it out myself. no offense.
so:
Do all the current licensed octane user have to pay an upgrade price for the 2.0 version after all?
:cry:
no offense again. octane is a nice product. but otoy has of course profited from its community testing a lot in my opinion and I would consider 2.0 as 1.0 and pre-2.0 as beta.
cheers
boris
Yes, the upgrade to 2.0 will not be free.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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