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.
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stratified
OctaneRender Team
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Location: Auckland, New Zealand

Rikk The Gaijin wrote:There is a bug in the Batch Rendering script: unchecking some of the render target is useless, they are all rendered anyway.
Will be fixed in the next release - you can already grab a fixed version of the script here.

cheers,
Thomas
Rikk The Gaijin
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stratified wrote: Will be fixed in the next release - you can already grab a fixed version of the script here.
Thx Tom, here's another one for you :twisted:
I've rendered an animation of an abc file from the "Render Imported Animation" script, and everything went fine. Then, I've imported a new abc file, that has a different time frame than the previuos one, and the Render Imported Animation doesn't refresh the new frame span. You have to manually touch the sliders, both Start time, and End time, in order to refresh. It's not really a bug, but you might want to check it. ;)
haikalle
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miko3d wrote:Thanks guys for this constant update and steady progress.You are making a fantastic job.

Still ,Displacement is a mixbag, not quite ready yet , amazing results and incredible low memory footprint ,but too many issues at the UV shells borders and of course slower (though expected and bareable)

For anyone interested in a workflow from Zbrush to Octane (hoping this wont be necessary soon),here is one way:

At the moment we cant just plug a 32 bit map (with -+ values) and happy days,as negative values will be clamped to 0.
We need to do a few tweaks in a compositor:

-export your map from Zbrush in 32 bits ( make sure mid value is set to 0).
-Get the minimum value of the image (I use Houdini, but in something like Nuke using a fast erode with big negative values will do the trick)
-Add the min value to the image,(so now you will only have positive values) and save.
-In octane,import the texture, leave the scale to 1 (of course this will change depending on the import mesh scale units and/or if you have scaled the geometry after zbrush)
-Finally set the offset value to the extracted minimum value in negative and dont forget to compensate also the scale units as above if you need to do so.

All this is easy to implement and setup,but its an extra step, and requires the use of external software.

It would be great to know if there is a plan for support negative/positive float 32 bit values ,but Im guessing its on the work and not too bothered to be honest,Uv shells borders are really the main concern though.

Cheers,
Mikel.
Thanks Mikel, that is very helpful.
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aLeXXtoR
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Rikk The Gaijin wrote: I've rendered an animation of an abc file from the "Render Imported Animation" script, and everything went fine. Then, I've imported a new abc file, that has a different time frame than the previuos one, and the Render Imported Animation doesn't refresh the new frame span. You have to manually touch the sliders, both Start time, and End time, in order to refresh. It's not really a bug, but you might want to check it. ;)
If you have more than one alembic scene in the project, the animation lenght is always equal to the longest animation sequence. For example, if you have alembic scene of 120 frames and import new scene of 60 frames length, animation slider will still have 120 frames max. Until you delete the 1st scene.
Win 10 Pro 64bit | GeForce RTX 2070 SUPER 8Gb | AMD Ryzen 7 3700X | 32GB RAM
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manalokos
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Posts: 441
Joined: Fri Nov 18, 2011 4:43 pm

There is something wrong with the Roughness in glossy shading, I get strong grainy reflections where there are no strong reflections when roughness is 0.
Karantir
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Joined: Tue Feb 14, 2012 9:06 pm
Location: Russia

The program does not show how many cores my card GeForce 980GTX (MSI 980GTX 4gb Gaming)
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WIN10/I7-5930k/2xRTX2070SUPER
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