Thanks for the update !
I getting a crash when executing "render imported animation" though.
Anyone else getting this?
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.
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.
The update 2.10 really adds up speed, amazing!
Though I get about 4 crashes every hour when adding materials in standalone
Though I get about 4 crashes every hour when adding materials in standalone
Octane 2022.1.1 nv535.98
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090
Octane Render experiments - ♩ ♪ ♫ ♬
We fixed a bug in that area on Friday, which will hopefully solve your problem with the next release.mykola1985 wrote:Hi there, I think i've got a problem with 2.1 (octane standalone)... when I import an Alembic file that contains a lot of animated geometry, as soon as i move the time line, octane crashes to desktop without any message... should i upload the alembic file in order you can test it? (where? if yes)
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
I assume you are working on OSX. What exactly do we have to do to reproduce the issue?whersmy wrote:Though I get about 4 crashes every hour when adding materials in standalone
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Sort of bug: 2.10 keeps updating screen even when it minimized to taskbar. It cause a little lags for my system with big frame buffer, so it's pretty annoying.
Win 7 64 | Geforce GTX 1070 x 3 | Phenom X6 | 32GB
Win 7 64 | Geforce GTX Titan + GTX 1080 | Phenom X4 | 32GB
Win 7 64 | Geforce GTX Titan + GTX 1080 | Phenom X4 | 32GB
Having lots of fun with the new version, just one tiny niggling thing. Some of the software I use will capitalize the extensions of the files (.Obj don't ask
) and they do not list in the file pickers, unless you select the "all files" option. Any way to make it case agnostic? Thanks,
Jason

Jason
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
I'm not totally sure what you mean.Seekerfinder wrote:Is there not a distinction between ambient light reflection and environment reflection?

Do you mean direct light and indirect light? The environment casts light directly onto surfaces and then I guess you're calling indirect lighting ambient lighting? The difference there is whether or not the light has left a surface (an indirect bounce) or come directly from the world/sky/HDRI/emitter, so there's a hard line where you can separate the passes.
Using Octane in Maya 2024/5
Windows 11
GeForce RTX 3080
Windows 11
GeForce RTX 3080
- xxdanbrowne
- Posts: 503
- Joined: Wed Feb 06, 2013 2:38 am
More than twice as fast on mine for the benchmark scene (I have an 880M).
It went from 2.4 Ms/s for path tracing on the benchmark to
6.3 Ms/s for path tracing.
Sweet job guys! Break out the beer for sure!
It went from 2.4 Ms/s for path tracing on the benchmark to
6.3 Ms/s for path tracing.
Sweet job guys! Break out the beer for sure!
hi Marcus,abstrax wrote:Hmm, couldn't reproduce the problem here. Here it works fine on Windows and OSX. In the log there is an error message about invalid offline data, which you usually only get when Octane can't connect to the OctaneLive server. Maybe there are some issues with your network?bepeg4d wrote: Unfortunately i wasn't lucky with install_demon script in both mac and pc
after installing, all the network goes down and i had to uninstall the demon and fight a bit to reset everything, here is the mac terminal window: i'll try again as soon as i can, anyway the other features are fantastic, thanks again
sorry for the late answer, it seems that my mistake was to install both the demons and restart before starting the first time the new version. Now the mac demon works and i can render from the pc with the cards on the mac.
it seems also that my windows system is partially messed up and i need to find the time for reinstalling all the stuff in order to use it again as a slave
Anyway thanks again for the big improvements, Otoy team rocks

- Seekerfinder
- Posts: 1600
- Joined: Tue Jan 04, 2011 11:34 am
Hi Jozvex,Jozvex wrote:I'm not totally sure what you mean.Seekerfinder wrote:Is there not a distinction between ambient light reflection and environment reflection?![]()
Do you mean direct light and indirect light? The environment casts light directly onto surfaces and then I guess you're calling indirect lighting ambient lighting? The difference there is whether or not the light has left a surface (an indirect bounce) or come directly from the world/sky/HDRI/emitter, so there's a hard line where you can separate the passes.
I don't want to hijack this thread but my question was in the context of passes and related to your comment about it being "all reflection" in reality (ref below). I'm not well versed with render theory / mechanics and should do a bit more research and try and formulate my query a bit clearer. I am keen to see Octane's PS plugin so it would be usefull to understand the full potential of the render passes for archviz compositing (what I do most with Octane).
Best,
Seeker
Jozvex wrote:The trouble starts with terminology. Traditionally in CG there have been 'diffuse' and 'reflection' as separate properties because one meant 100% diffuse and one meant 100% mirror reflection. In reality it is all reflection, with different levels of diffusion. So this reflection pass is correct in that it displays all the light that has been reflected off a surface. It becomes very hard to draw the line between what appears in a 'reflection pass' if you don't include diffuse shaders. What about a 2% glossy reflection? 10%?
The 'specular pass' seems to be a bit unlike the others, it seems to just return the full beauty result of anything with a 'specular material' applied to it.
Win 8(64) | P9X79-E WS | i7-3930K | 32GB | GTX Titan & GTX 780Ti | SketchUP | Revit | Beta tester for Revit & Sketchup plugins for Octane