OctaneRender™ Standalone 2.15

A forum where development builds are posted for testing by the community.
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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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geo_n
Licensed Customer
Posts: 350
Joined: Tue Feb 02, 2010 5:47 am

FrankPooleFloating wrote:
geo_n wrote:
:? Geo, you are aware that even a single GTX 480 would smoke your three GPUs combined, right? Not picking on you. I was just under the impression that you were working at a certain level - and these wimps tell a different story. You should pick up a 580 or something on eBay. No one working in Octane (even a hobbyist) should be using anything less than 70s or 80s...
I haven't used octane for work at all. I tried to but its not there for me yet. Simple things like exclude from shadowcatcher doesn't work...
At work we all use vray and it will not change anytime soon, maybe never, the pipeline is heavily based on it.
I use lightwave at home and its renderer is quite complete except for micropolydisp and hair which I bought octane v2 for. I want octane to grow but I'm just playing with it right now so I havan't invested big money yet on gpu. Just two used 750gt ti(which will smoke 480gt in price/perf/efficiency) is enough which roughly equals two of my I7 in render speed.
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stratified
OctaneRender Team
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Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

Elvissuperstar007 wrote:panoramic camera not working
Can you post a screenshot because it's working fine on my machine.

cheers,
Thomas
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Elvissuperstar007
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stratified wrote:
Elvissuperstar007 wrote:panoramic camera not working
Can you post a screenshot because it's working fine on my machine.

cheers,
Thomas
Attachments
alembic.png
панор.png
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Packages (.ORBX) need to be unpacked first, before you can save them via File -> Save... . Packages are for moving projects around, not for working on them. If you accidentally made a change in a package, before you unpacked it, you can save it as a new package, then load the new package and unpack it.

The material preview camera can't be deleted and therefor can't be replaced by a panoramic camera. That's by design. But in a normal scene or even in the regular preview render target you can replace the camera node by a different one.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
JeffGalloway
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Posts: 52
Joined: Fri Mar 08, 2013 6:18 pm

Does the new exposure system have any relation to photographic EV?

I notice form this http://www.fredparker.com/ultexp1.htm#L ... ty%20Chart chart that the EV for a sunny day should be 15.

I have to set the Octane exposure value to around 1 to get a proper sunny day exposure.
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abstrax
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Location: Auckland, New Zealand

JeffGalloway wrote:Does the new exposure system have any relation to photographic EV?

I notice form this http://www.fredparker.com/ultexp1.htm#L ... ty%20Chart chart that the EV for a sunny day should be 15.

I have to set the Octane exposure value to around 1 to get a proper sunny day exposure.
Not really. With this release we increased the exposure by about 40%, to make the texture environment exactly match the rendering at the normalized environment. If you then switch to the daylight environment you will see that the rendering is overexposed, because the daylight is way too bright compared to the texture environment. This ratio is pretty much just arbitrary. With next version we plan to correct that, i.e. the daylight system will be darker with the same power setting as before.

I will also put a little Lua script graph into the Lua scripting forum that allows you to apply an EV compensation like in a real camera.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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aLeXXtoR
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Wow, thanks!

Guys, is it possible to return the "Aperture" pin to the Alembic node to make aperture value adjustment possible inside the Standalone? I really miss this option. :(
Win 10 Pro 64bit | GeForce RTX 2070 SUPER 8Gb | AMD Ryzen 7 3700X | 32GB RAM
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bepeg4d
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Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
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a couple of bugs in the osx version, at least on my system:
if you try to resize any window, octane stops to respond.
if you create a new material node, as soon as the material ball scene is loaded, octane stops to respond.
Schermata 2014-12-16 alle 10.36.46.jpg
ciao beppe
daveyt
Licensed Customer
Posts: 122
Joined: Wed Aug 08, 2012 9:34 pm

Thanks for the update otoy team,

I was wondering if was possible in a future release to be able to have a different viewing resolution to the rendered
res, ie when rendering at 4000x2000 in the view port its at 1000x500,

best regards

Daveyt
Last edited by daveyt on Tue Dec 16, 2014 12:29 pm, edited 1 time in total.
gtx 580 3gb gtx 660ti 3gb win 7 blender 2.65
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smicha
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Location: Warsaw, Poland

daveyt wrote:Thanks for the update otoy team,

I was wondering if was possible in a future release to be able to have a different viewing resolution to the rendered
res, ie when rendering at 4000x1000 in the view port its at 1000x500,

best regards

Daveyt

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