Tried it doesn't work at all.
Ah yes, JimStar the way transform node is set up now you can't assign individual float/int nodes to each scale/rotate/translate values.
OctaneRender™ for Blender 1.55 - 4.10 beta Win [OBSOLETE]
- RealityFox
- Posts: 273
- Joined: Sat May 05, 2012 1:43 pm
When you change the X value in the full transform node, did you make sure to put it like .2 or .3? Rather than 1 or 3 or 4 etc. The increments need to be below 1. Doing it with full numbers just causes the environment to spin in 360.
AMD-1100T 6 core, GTX-590 & GTX-480 1.5GB, 16GB 1600MHz RAM, 1TB WD 6GB/s, Win7 64bit, Blender 2.68a for Octane 2.2, Octane 1.20, Blender/Octane Server 2.2
Ok. Found the answer.RealityFox wrote:When you change the X value in the full transform node, did you make sure to put it like .2 or .3? Rather than 1 or 3 or 4 etc. The increments need to be below 1. Doing it with full numbers just causes the environment to spin in 360.
No idea why this in the translation and not rotation node. Makes no sense.
Hello,
I have a new bug with octane. It works before and i don't know what happens...
One unique frame render well, but in animation render, octane render frame 1 but crash at frame 2.
The bug is when animation mode is on FULL. It works when animation mode is camera only.
Thanks for help or advice !
OctaneRender™ for Blender 1.55 - 4.10 beta Win
Blender Octane Edition - 1.55 - 4.10 beta (2.70)
Windows 7
I have a new bug with octane. It works before and i don't know what happens...
One unique frame render well, but in animation render, octane render frame 1 but crash at frame 2.
The bug is when animation mode is on FULL. It works when animation mode is camera only.
The mesh tabouret has no problem, and i don't understand this bug that crash octane. When i render frame 2 not in animation, it works well.Octane: ERROR loading mesh. Server response:
Can't connect node 'tabouret' (NT_MAT_GLOSSY, 00000000384F51F0) to static pin 'geometry' (P_GEOMETRY, type PT_GEOMETRY) of node 'tabouret__part___m__' (NT_MAT_MAP, 00000000060E0C20)
Thanks for help or advice !
OctaneRender™ for Blender 1.55 - 4.10 beta Win
Blender Octane Edition - 1.55 - 4.10 beta (2.70)
Windows 7
blender 2.49 - Octane pre-Beta2.3v5 - NVIDIA GeForce GTX 260 - cudatoolkit_3.2.16_win_32 - driver
260.99_desktop_winxp_32bit_international_whql - windows xp - 3.25 Go RAM
260.99_desktop_winxp_32bit_international_whql - windows xp - 3.25 Go RAM
As an image used for environment is a 2D surface wrapped around a sphere, it makes sense imho. It is much more accurate an useful to use Translate X and translate Y to move the texture.No idea why this in the translation and not rotation node. Makes no sense.
This way, knowing your resolution, you can easily move your texture of a certain amount of pixels if required.
If you had a Rotation cursor instead, you would have to use sin or cos to calculate an approximative value !
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.
Guys, I have stuck with some issue and I can't find the answer: what should I do before export to alembic for this additional inputs to appear?

I've never thought about it, but now I've found out that can't find out why some exports generate this inputs and others don't...

I also can't find an input to adjust the aperture value for the alembic scene (I remember, that it was possible earlier).
It it me who does something wrong, or it is the new normal behaviour of the exporter?


I've never thought about it, but now I've found out that can't find out why some exports generate this inputs and others don't...

I also can't find an input to adjust the aperture value for the alembic scene (I remember, that it was possible earlier).
It it me who does something wrong, or it is the new normal behaviour of the exporter?
Yeah, been waiting for 2.0 update. Need region border