Octane Render 1.022 beta2.2 RC3 available [obsolete]

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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi all,

we're still packaging, we've an ETA for 1-2 hours for the release of 2.2 final.

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

you guys rule... :shock: so, I'm afraid I'll spend the whole night "proceduraling" away
Thanks and great job!
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
Elvio
Licensed Customer
Posts: 42
Joined: Wed May 12, 2010 8:30 pm

Where is it????!!!!! Im on hold!!!

Cya!
Elvio
Licensed Customer
Posts: 42
Joined: Wed May 12, 2010 8:30 pm

Hi Radiance.. I just would like to warn you about 1 bug in this 1.022 final version... When i hit render in my maya script, octane open´s and all is going fine, the only1 problem is when you move the view and hit "reset camera to default" the camera comeback to a different position...

cya
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carbon
Licensed Customer
Posts: 25
Joined: Fri Apr 09, 2010 7:28 am
Location: Prague, CZ

ah, CMD and LMB works, is it supposed to work this way? i've got regular 3 button mouse, not the apple one..
radiance wrote:
carbon wrote:hi,
i have one issue i can't find anything about in the forum..
i cannot pan image with mouse nor tablet. i can only rotate and zoom. in beta2.1 it doesn't work as well. ah forgot to mention i am on mac os x 10.6.3 :)
c.
have you tried with the CTRL or CMD buttons ?

Radiance
OSX10.6, GTX260(896MB), QuadCore@3GHz, 8GB RAM || Ubuntu10.04, 8400(display),GTX460(2GB), QuadCore@3GHz, 4GB RAM
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Halford
Licensed Customer
Posts: 18
Joined: Mon Apr 19, 2010 9:19 am
Location: Bruxelles
Contact:

I do not know what is been recoded in octane but I noticed one thing.

I have a complex mesh of a car interior that charged well on the RC1 demo.

I had problems charging it on my first licensed release, sometime the screen was black, sometime it flashed...sometime it was fine.

Now with the latest demo or licensed released It charges but freezes after I click the meshnode.

I test the two versions (demo and license) as the license is on my personal machine and the demo at my client office.

I have this issue just with some obj....but that worked before.

any idea?

I know this post is useless as I cannot provide the obj file due to client confidentiality rules...but maybe someone is having a similar issue...

Hal.
Core i7 990x|GTX 580 3GBram|PNY GTX275|24GB ram|Win 7 64Bit....and the wonderful Octane :)
r10k
Licensed Customer
Posts: 52
Joined: Wed Mar 17, 2010 7:12 am

Something I'm a bit confused about with 2.2 RC3. The current manual for 2.3 says,
The roughness determines the amount of reflection that will be present. A low roughness
value will create blurry reflections and a high value will produce a mirror like reflection.
Values below 40 are not recommended.
Yet the roughness slider seems to work backwards- at its lowest setting I get mirror reflections, and obviously at its highest, I get blurry.

Also, if I set the control for roughness from floattexture to something else, and then return it back to floattexture, the slider's position produces different results. At its lowest value (that with spec at 0.5 I'd normally get mirror reflections) I now get a black object. This is with sunlight and directlighting.
Chris_TC
Licensed Customer
Posts: 153
Joined: Tue Jun 01, 2010 10:38 am

r10k wrote:Yet the roughness slider seems to work backwards- at its lowest setting I get mirror reflections, and obviously at its highest, I get blurry.
That's actually the correct behaviour. The rougher a surface the blurrier its reflection because the micro-bumps scatter the light rays. The cone angle for this scattering increases with roughness.
In the case of an insanely rough surface like cloth, the light rays get scattered in ALL directions, and you end up with a completely diffuse surface.
r10k
Licensed Customer
Posts: 52
Joined: Wed Mar 17, 2010 7:12 am

Heh, thanks Chris_TC. I actually figured that out during my mucking about, but forgot about it when looking at the manual! But anyway, it looks like the manual is wrong.

Can anyone confirm the floattexture problem?
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radiance
Posts: 7633
Joined: Wed Oct 21, 2009 2:33 pm

Hi guys,

We're working on a new updated manual, the 2.2 manual did not include a few last minute changes.
basically float is not only for parameters and floatexture is a greyscale colour to be used in textures on material slots. (don't use float anymore on textures)

Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
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