Ok, it will be fixed with the next release which we plan to get out early next week.Rikk The Gaijin wrote:I unpacked the orbx file and save it as ocs. When I load the ocs, it takes 4 minutes to open.
Can you confirm the same behavior?
EDIT: actually, the scene CRASHED on loading, it didn't open.
OctaneRender™ Standalone 2.10
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
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- rashadcarter
- Posts: 70
- Joined: Thu Sep 11, 2014 1:16 am
Sorry, I found it. So then can I ask why this mode is not available for PMC? Any feedback is appreciated. Thanks.
- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
I hate to keep harping on, but until this issue is fixed, a major feature of Octane 2 is useless to me (and I'm guessing a lot of other people).
Has there been any work on getting displacements to work with the kind of map that ZBrush kicks out? The kind where mid grey equals zero and it has a positive and negative displacement. I know the shift is supposed to address this, but it simply doesn't work without tearing geometry.
So, can I pleas have at least an update on what the plans are to address this?
Has there been any work on getting displacements to work with the kind of map that ZBrush kicks out? The kind where mid grey equals zero and it has a positive and negative displacement. I know the shift is supposed to address this, but it simply doesn't work without tearing geometry.
So, can I pleas have at least an update on what the plans are to address this?
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
Will we ever see a shadow pass and support for motion blur/DOF for object buffers? i love octane and really want it to become my render engine of choice but these two features are crucial in my eyes.
6850k // 32 GB // 1080, 1080 Ti, 2080 Ti // Win 10 // C4D 19.068
Great update.
On the passes front, can we have a light elements type pass, where each light is on a separate layer?
And an option to specify Red, Green or Blue for material mattes, or an option for outputting each material matte as separate black and white layers.
The .exr (right click from window) output isn't layered. Is there something I'm missing?
cheers,
Steve.
On the passes front, can we have a light elements type pass, where each light is on a separate layer?
And an option to specify Red, Green or Blue for material mattes, or an option for outputting each material matte as separate black and white layers.
The .exr (right click from window) output isn't layered. Is there something I'm missing?
cheers,
Steve.
- immortalartscom
- Posts: 350
- Joined: Thu Jan 24, 2013 3:14 pm
- Contact:
+1prodviz wrote:Great update.
On the passes front, can we have a light elements type pass, where each light is on a separate layer?
And an option to specify Red, Green or Blue for material mattes, or an option for outputting each material matte as separate black and white layers.
The .exr (right click from window) output isn't layered. Is there something I'm missing?
cheers,
Steve.
- FrankPooleFloating
- Posts: 1669
- Joined: Thu Nov 29, 2012 3:48 pm
I was really, really hoping it would be arriving with this Render Passes update... but Matte still does not work as it should. We still need (oh, so very desperately) to be able to designate either a surface and/or whole object (my preference) as a Matte/Mask object that will pick up nothing in the alpha. Wherever this masking object is, it leaves a hole in the render. Zero alpha (but respects DOF, obviously).
The best case scenario, as I see it, is that it would be an object property (as we have discussed before), it would still be refracted, reflected, cast shadows etc, but with the option to toggle so that it has no alpha. Toggle could be [x] Mask Object or [x] Zero Alpha... whatever...
Please, I am effing begging you, make this happen guys. Me and many other dudes have been asking for full matte masking for almost two years...
Edit: Love the speed increases and render passes!
The best case scenario, as I see it, is that it would be an object property (as we have discussed before), it would still be refracted, reflected, cast shadows etc, but with the option to toggle so that it has no alpha. Toggle could be [x] Mask Object or [x] Zero Alpha... whatever...
Please, I am effing begging you, make this happen guys. Me and many other dudes have been asking for full matte masking for almost two years...
Edit: Love the speed increases and render passes!

Last edited by FrankPooleFloating on Fri Sep 26, 2014 4:34 pm, edited 1 time in total.
Win10Pro || GA-X99-SOC-Champion || i7 5820k w/ H60 || 32GB DDR4 || 3x EVGA RTX 2070 Super Hybrid || EVGA Supernova G2 1300W || Tt Core X9 || LightWave Plug (v4 for old gigs) || Blender E-Cycles
when running via command line with -q it used to quietly run, now it pops up for a brief second then minimizes. I set up batch files to run my renders and with prior versions (1.x) it worked fine.
second, is there a command line variable for saving render passes?
Thanks!
second, is there a command line variable for saving render passes?
Thanks!
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3