thanks for the update, no more error message when starting the first time on osxabstrax wrote:Just a heads up: We released another small bug-fix build which should fix the issues reported for version 2.12.
Apologies for the noise.
OctaneRender™ Standalone 2.12.1
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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.
- virtualzapp

- Posts: 33
- Joined: Fri Aug 16, 2013 8:44 pm
- Location: Montreal, Canada
- Contact:
abstrax wrote:Just a heads up: We released another small bug-fix build which should fix the issues reported for version 2.12.
Apologies for the noise.
Hi,
On Mac no more issue at launch, that's great!
Thank you
Cheers
Regis
VFX compositor / CG generalist
Mac Pro 12C 2.93GHz, 64gb ram, 1xGTX Titan X, 4xGTX Titans in Cubix
Mac Pro 12C 2.93GHz, 64gb ram, 1xGTX Titan X, 4xGTX Titans in Cubix
Since there was a fix for pmc kernel and now it works on maxwell 2, is there any other info regarding the speed hit of new cards?
If not, it would be nice if you opened a sticky official thread under 1 forum (like "Video Cards / GPUs and Drivers") and locked, so we can subscribe on that and wait for this info, not bothering checking many threads all over the forums if there is a reply regarding this...
Thank you.
If not, it would be nice if you opened a sticky official thread under 1 forum (like "Video Cards / GPUs and Drivers") and locked, so we can subscribe on that and wait for this info, not bothering checking many threads all over the forums if there is a reply regarding this...
Thank you.
- BroAugustine

- Posts: 31
- Joined: Sat Mar 20, 2010 4:39 pm
Octane still crashes on some scripts when you close the script.
I've narrowed down at least one problem when defining callbacks for tabs, i.e. once you've assigned code for a tab callback, the condition for crashing will occur in Octane versions after 2.06.
Open the Lua editor and paste the following code to it. Run the script and click on each tab a couple of times to verify that the callback is executed. Then close the script...Octane will crash at this point.
I've narrowed down at least one problem when defining callbacks for tabs, i.e. once you've assigned code for a tab callback, the condition for crashing will occur in Octane versions after 2.06.
Open the Lua editor and paste the following code to it. Run the script and click on each tab a couple of times to verify that the callback is executed. Then close the script...Octane will crash at this point.
Code: Select all
-- Tab callback test
-- This script works in 2.06.
-- In 2.11 thru 2.12.1, everything works
-- until you close the window, then Octane crashes.
label_1 = octane.gui.create
{
type = octane.gui.componentType.LABEL,
text = "This is label 1",
width = 100,
height = 24
}
label_2 = octane.gui.create
{
type = octane.gui.componentType.LABEL,
text = "This is label 2",
width = 100,
height = 24
}
group_1 = octane.gui.create
{
type = octane.gui.componentType.GROUP,
rows = 1,
cols = 1,
children = { label_1 },
text = "",
border = true,
}
group_2 = octane.gui.create
{
type = octane.gui.componentType.GROUP,
rows = 1,
cols = 1,
children = { label_2 },
text = "",
border = true,
}
captions = {'Tab 1', 'Tab 2' }
groups = { group_1, group_2 }
tabs = octane.gui.create
{
type = octane.gui.componentType.TABS,
header = captions,
children = groups
}
window = octane.gui.create
{
type = octane.gui.componentType.WINDOW,
width = 200,
height = 200,
children = { tabs },
text = string.format("Tab callback test")
}
-- Here's the tab callback
tabs.callback = function(event)
print("Event : ", event)
print("Current tab: ", tabs.currentTab)
print("")
end
window:showWindow()
Win 7 64 | I7-2600K 3.7 GHz | GTX 460, GTX 760 / Driver 347.09 | Cuda 7.0.18
I confirm. Since 2.10 Octane crashes on Script window closing if script creates Tabs. I thought that there was my code error (been trying to catch it), but it seems like API issue.BroAugustine wrote:Octane still crashes on some scripts when you close the script.
- stratified

- Posts: 945
- Joined: Wed Aug 15, 2012 6:32 am
- Location: Auckland, New Zealand
Will be fixed in the next release. Here's already an updated version of the script:manalokos wrote:We us the batch render ignores the check boxes and renders all nodes.
cheers,
Thomas
- stratified

- Posts: 945
- Joined: Wed Aug 15, 2012 6:32 am
- Location: Auckland, New Zealand
Thanks for the script, that makes our life a lot easier! This problem will be fixed in the next release.BroAugustine wrote:Octane still crashes on some scripts when you close the script.
I've narrowed down at least one problem when defining callbacks for tabs, i.e. once you've assigned code for a tab callback, the condition for crashing will occur in Octane versions after 2.06.
Open the Lua editor and paste the following code to it. Run the script and click on each tab a couple of times to verify that the callback is executed. Then close the script...Octane will crash at this point.Code: Select all
-- Tab callback test -- This script works in 2.06. -- In 2.11 thru 2.12.1, everything works -- until you close the window, then Octane crashes. label_1 = octane.gui.create { type = octane.gui.componentType.LABEL, text = "This is label 1", width = 100, height = 24 } label_2 = octane.gui.create { type = octane.gui.componentType.LABEL, text = "This is label 2", width = 100, height = 24 } group_1 = octane.gui.create { type = octane.gui.componentType.GROUP, rows = 1, cols = 1, children = { label_1 }, text = "", border = true, } group_2 = octane.gui.create { type = octane.gui.componentType.GROUP, rows = 1, cols = 1, children = { label_2 }, text = "", border = true, } captions = {'Tab 1', 'Tab 2' } groups = { group_1, group_2 } tabs = octane.gui.create { type = octane.gui.componentType.TABS, header = captions, children = groups } window = octane.gui.create { type = octane.gui.componentType.WINDOW, width = 200, height = 200, children = { tabs }, text = string.format("Tab callback test") } -- Here's the tab callback tabs.callback = function(event) print("Event : ", event) print("Current tab: ", tabs.currentTab) print("") end window:showWindow()
cheers,
Thomas
is it possible to add batch render script to save render passes too, not just main view? if it can be done already, pls explain me the process as only main view is saved when i use batch. thxstratified wrote:Will be fixed in the next release. Here's already an updated version of the script:manalokos wrote:We us the batch render ignores the check boxes and renders all nodes.
cheers,
Thomas
desktop - win7 64bit, i5-4690, 12gb ddr3, 970gtx 4gb, 460gtx 2gb
laptop - win7 64bit, i7-2630qm, 10gb ddr3, 550m 2gb
laptop - win7 64bit, i7-2630qm, 10gb ddr3, 550m 2gb
