OctaneRender™ Standalone 2.03
Thanks for the update
Win 11 64GB | NVIDIA RTX3060 12GB
- gabrielefx
- Posts: 1701
- Joined: Wed Sep 28, 2011 2:00 pm
thanks!
I want side by side render in Max!
I want side by side render in Max!
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Exactly! Karba always reacts like we are attacking him personally... Relax man, you're doing a great job!aLeXXtoR wrote:Indeed it is! Thank you for your work!Karba wrote:We are working on displacement. It is no so easy to make as in CPU renders.Noone blames you, I think. We're just reporting the issues.

Hello
When I deactivate a network render node or a GPU on my machine during render I loose all the samples made by that node or GPU, why??
This is complete maddness!
This behaviour has been happening since 1.xx and it is not logical nor useful, could you correct this in future versions?
Example, I have a render using 1 master machine and 1 network machine, if have 1000 samples of render and deactivate the network machine or have a problem with the network itself I get to loose 500 that go to oblivion just like that.
Kind regards
Filipe Alves
When I deactivate a network render node or a GPU on my machine during render I loose all the samples made by that node or GPU, why??
This is complete maddness!
This behaviour has been happening since 1.xx and it is not logical nor useful, could you correct this in future versions?
Example, I have a render using 1 master machine and 1 network machine, if have 1000 samples of render and deactivate the network machine or have a problem with the network itself I get to loose 500 that go to oblivion just like that.
Kind regards
Filipe Alves
It's on our to-do list, but not as easy as it sounds.manalokos wrote:Hello
When I deactivate a network render node or a GPU on my machine during render I loose all the samples made by that node or GPU, why??
This is complete maddness!
This behaviour has been happening since 1.xx and it is not logical nor useful, could you correct this in future versions?
Example, I have a render using 1 master machine and 1 network machine, if have 1000 samples of render and deactivate the network machine or have a problem with the network itself I get to loose 500 that go to oblivion just like that.
Kind regards
Filipe Alves
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Rikk: Is this a displacement that has mid grey as the zero point (like form ZBrush) and therefore you have to use a negative shift amount. I've not downloaded the update yet, but am fairly sure this tearing is happening when you have to use a negative shift to give you a negative displacement. Displacement is superb for straight displacement stuff (ie black is zero), but Zbrush is a real problem.
It's like whatever calculation is being done to displace, is not being done the same way in reverse when using shift. Frustrating, but I have confidence you guys will figure it out. As long as you are working on it?
It's like whatever calculation is being done to displace, is not being done the same way in reverse when using shift. Frustrating, but I have confidence you guys will figure it out. As long as you are working on it?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
- Rikk The Gaijin
- Posts: 1528
- Joined: Tue Sep 20, 2011 2:28 pm
- Location: Japan
Precisely.gordonrobb wrote:Rikk: Is this a displacement that has mid grey as the zero point (like form ZBrush) and therefore you have to use a negative shift amount. I've not downloaded the update yet, but am fairly sure this tearing is happening when you have to use a negative shift to give you a negative displacement. Displacement is superb for straight displacement stuff (ie black is zero), but Zbrush is a real problem.
It's like whatever calculation is being done to displace, is not being done the same way in reverse when using shift.

Also, I need to mention that, even if it still not perfect, the displacement now is way faster than before, so keep it up!

- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Will take a look then. Hopefully the LW will update to this SDK soon too.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
For me it's the opposite way.
Displacement in the following scene is 30% slower than in Version 2.02!
Both Images are rendered with the same settings.
Mesh Import via Obj-Format. The Scene has about 800k Tris.
Displacement is used with the Sofa which has most of the Poly-Count.
Scene is lit by Octane Sun. Direct lighting Kernel. Windows 7. 2x Titan.
I had to lower the Ray-Epsilon Value to 0.001 to get rid of black artifacts
on the sofa, which results in something like a translucency effect on the part that
is hit directly by the sun light. This effect is in Version 2.03 much more subtle now.
First One rendered with 2.03.
General appearance of Displacement looks quite different compared to 2.02. Personally I do like the look of Displacement in Version 2.02 more (besides the glowing thing).
Displacement in the following scene is 30% slower than in Version 2.02!
Both Images are rendered with the same settings.
Mesh Import via Obj-Format. The Scene has about 800k Tris.
Displacement is used with the Sofa which has most of the Poly-Count.
Scene is lit by Octane Sun. Direct lighting Kernel. Windows 7. 2x Titan.
I had to lower the Ray-Epsilon Value to 0.001 to get rid of black artifacts
on the sofa, which results in something like a translucency effect on the part that
is hit directly by the sun light. This effect is in Version 2.03 much more subtle now.
First One rendered with 2.03.
General appearance of Displacement looks quite different compared to 2.02. Personally I do like the look of Displacement in Version 2.02 more (besides the glowing thing).
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Win7 | Gigabyte G1.Sniper 3 | I7 3770K | 2x Titan (Kepler) | 1x Titan X (Pascal)