Got it thanks)abstrax wrote:I don't know. Network rendering should be used only over a real LAN and a 1GBit/s switch is very recommended. A network rendering master needs to send all the render data to the slaves, which can easily be a couple a of Gbytes. The Internet is too slow for that.nikostap wrote:Hey. Will the net render with hamachi? I tried to check. octane range 25.0.0.0 saw but did not find slave. What washes be the reason? After hamachi creates a local network.
OctaneRender™ Standalone 2.00
- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Finally...!abstrax wrote:What we are going to do in the next release is to make the displacement height and shift fields slider-less, i.e. you either have to enter the values or use the RMB slider. This should avoid that you accidentally set a very high displacement height/shift.
I've posted about weird and seemingly illogical slider values before (don't think I got a reply) and the exponential acceleration of some sliders is often very difficult to control. I wish you guys would review this throughout the app. Is a value of 0.000-1 really sensible? Why don't we standardize all values either 1-100 or 1-1000 and lose those silly decimal values?
I'm probably missing something but a response / explanation to the current logic would be appreciated.
A related issue: clicking in a bar to adjust the value, adjusts the slider location if it's near the value field in the slider... Just frustrating. Fuzzy addressed this successfully in the SketchUp plugin by changing the cursor cue to indicate that the text is editable when close to the value field without affecting the slider and consequently the render settings. Simple yet effective. Would you care to consider this for Standalone?
Best,
Seeker
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane
I found that right clicking on the slider allows one to instantly enter a numerical value and I do this to avoid accidentally changing values to way higher than intended . Also right clicking and dragging will adjust the sliders in a much finer increment than left click and drag. I don't recall if this was the case in Octane v1 but it is now how it works in v2.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
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AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
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PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
- r-username
- Posts: 217
- Joined: Thu Nov 24, 2011 3:39 pm
Does standalone have a displacement node workaround for a mesh without a uv map, mesh goes black.
Below is from the lightwave forum.
"Yes, currently displacement only works with UV maps, but you can use the old Octane UVMAP node to apply a UV map at render time if your object doesn't have it."
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A second question with the daylight environment node.
Is there a way to lower the sun shadow visibility, I know about the sun size and turbidity, but I am looking to reduce the shadow by 50% and keep the other values
Below is from the lightwave forum.
"Yes, currently displacement only works with UV maps, but you can use the old Octane UVMAP node to apply a UV map at render time if your object doesn't have it."
-
A second question with the daylight environment node.
Is there a way to lower the sun shadow visibility, I know about the sun size and turbidity, but I am looking to reduce the shadow by 50% and keep the other values
No, currently there is no other way than using UV maps.r-username wrote:Does standalone have a displacement node workaround for a mesh without a uv map, mesh goes black.
Below is from the lightwave forum.
"Yes, currently displacement only works with UV maps, but you can use the old Octane UVMAP node to apply a UV map at render time if your object doesn't have it."
You can increase "Turbidity" which will cause the sky to become more "hazy", i.e. the contrast between daylight and sunlight is less strong.A second question with the daylight environment node.
Is there a way to lower the sun shadow visibility, I know about the sun size and turbidity, but I am looking to reduce the shadow by 50% and keep the other values
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- r-username
- Posts: 217
- Joined: Thu Nov 24, 2011 3:39 pm
Thanks I will give Turbidity another tryabstrax wrote:No, currently there is no other way than using UV maps.r-username wrote:Does standalone have a displacement node workaround for a mesh without a uv map, mesh goes black.
Below is from the lightwave forum.
"Yes, currently displacement only works with UV maps, but you can use the old Octane UVMAP node to apply a UV map at render time if your object doesn't have it."
You can increase "Turbidity" which will cause the sky to become more "hazy", i.e. the contrast between daylight and sunlight is less strong.A second question with the daylight environment node.
Is there a way to lower the sun shadow visibility, I know about the sun size and turbidity, but I am looking to reduce the shadow by 50% and keep the other values
r-username wrote:Thanks I will give Turbidity another try
Additionally you can increase the sun size to "blur" shadows
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
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
Is it possible that Crease Edges from Maya will be understood by the Octane Standalone (Alembic Scene)?
I already tried that and creased edges do not seem to be carried in. It is basically all edges or nothing unless you bevel them in host app.Is it possible that Crease Edges from Maya will be understood by the Octane Standalone (Alembic Scene)?
I previously started a thread on that:
http://render.otoy.com/forum/viewtopic.php?f=23&t=40443
Would be a good feature improvement if they could do it I think.
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
- TheMightySpud
- Posts: 71
- Joined: Thu Jun 06, 2013 11:19 am
nikostap wrote:Hey. Will the net render with hamachi? I tried to check. octane range 25.0.0.0 saw but did not find slave. What washes be the reason? After hamachi creates a local network.
This is something I was investigating too. At the moment it's not possible as Octane only allocates 10ms to search per IP and generally speaking the ping from one machine to another over the web takes longer (in my experiments we were looking at 30-40ms ping times)
I was told that the team are looking into better ways of discovering slaves/nodes and that it would likely solve the problem.
TheMightySpud