OctaneRender™ Standalone 2.01 - updated

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bepeg4d
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abstrax wrote: It's a new "feature" in MacOS 10.9: AppNap. It puts the daemon to sleep and causes the heartbeat messages not to arrive in time. To "fix" it, turn on the option "Prevent AppNap" in the file info of the daemon app (which you can find in /Applications) and restart the daemon.
hi marcus,
you are the best, you have nailed it ;)
now the mac slave works smoothly :D
the app nap trick deserve to be written somewhere, i think :roll:
ciao beppe
Schermata 2014-06-26 alle 10.00.58.jpg
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ROUBAL
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Hi, I am experimenting with 2.01. Great work guys ! Thank you for the wonderfull new features.

Well, I have seen two weird things. As I have not had time to read everything on the forum these past days, I don't know if it has been already signalled :

:arrow: No textures limit is great, but I have noticed something weird in the textures count :

My current project uses :
1 LDR RGB JPG for environment.
1 LDR RGB BMP for diffuse Color.
1 LDR RGB BMP (declared as Greyscale in Octane) for Bump.
1 LDR RGBA PNG (declared as Greyscale in Octane) for Specularity and Alpha.

And Octane sees :
2 LDR RGB.
4 HDR RGB.

:arrow: There is also a trouble with the Color picker (I checked with Octane 1.55, and it works the same way) : the RGB values are not the same in the color picker panel and in the Node inspector.

Bugs, or misunderstanding on my side ? :roll:

Thanks in advance,

Philippe.
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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.
Vue2Octane
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There seems to be an issue in 2.01 with opacity map and obj import.
In v1.55 and v2.0 obj import and default greyscale image for opacity map is ok, but in 2.01 I have to reload as RGB image. Have all three versions installed and checked with all of them.
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acc24ex
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Tt is about time to implement a search option on LiveDB !
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matej
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Multiplying or mixing two textures (grayscale) and then using the product for displacement, doesn't work. It does nothing (while both textures separately work ok).
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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abstrax
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ROUBAL wrote:Hi, I am experimenting with 2.01. Great work guys ! Thank you for the wonderfull new features.

Well, I have seen two weird things. As I have not had time to read everything on the forum these past days, I don't know if it has been already signalled :

:arrow: No textures limit is great, but I have noticed something weird in the textures count :

My current project uses :
1 LDR RGB JPG for environment.
1 LDR RGB BMP for diffuse Color.
1 LDR RGB BMP (declared as Greyscale in Octane) for Bump.
1 LDR RGBA PNG (declared as Greyscale in Octane) for Specularity and Alpha.

And Octane sees :
2 LDR RGB.
4 HDR RGB.
Sounds weird indeed. Could you post an example scene (package)? Thanks.
:arrow: There is also a trouble with the Color picker (I checked with Octane 1.55, and it works the same way) : the RGB values are not the same in the color picker panel and in the Node inspector.

Bugs, or misunderstanding on my side ? :roll:
The node always shows the RGB channels in linear space, while the colour picker either shows the colour channels in sRGB or in linear space - depending on the application settings (File -> Preferences... -> Application -> Color picker space)
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Vue2Octane wrote:There seems to be an issue in 2.01 with opacity map and obj import.
In v1.55 and v2.0 obj import and default greyscale image for opacity map is ok, but in 2.01 I have to reload as RGB image. Have all three versions installed and checked with all of them.
This will be fixed with the next release.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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matej wrote:Multiplying or mixing two textures (grayscale) and then using the product for displacement, doesn't work. It does nothing (while both textures separately work ok).
Yes, it's currently limited to image textures only.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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ROUBAL
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The node always shows the RGB channels in linear space, while the colour picker either shows the colour channels in sRGB or in linear space - depending on the application settings (File -> Preferences... -> Application -> Color picker space)
Thank you very much for the informations ! I missed that !

:arrow: About the textures count, I have sent you a simplified packed orbx file in PM.

:!: Trying to make grass using displacement, starting from a 2048x2048 contrasted noise pattern made in Photoshop, I discovered that at pixel level the displacement is made of stacks of pixels !

So many faces created explains why the displacement slows down so much the render speed !
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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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enricocerica
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Some suggestions,

1.Is it planed to add an option on the object layer to allow an object to not receive light from any source ?
This is really needed to be able to add a back plane and to avoid over lit areas.

2.When having very messy node graphs it's quite difficult to localize the object on which a selected material is plugged. A key press like the dot in Blender which automatically displays the graph area with the selected material pin would really avoid looking all around to find it ;)

Edit :

3.Forgot this, is it possible to enable a placement to be shared by several objects, for instance I use characters billboards and this would be really helpful to be able to rotate them all together to match the camera.
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
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