OctaneRender™ Standalone 2.22.2

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abstrax
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Elvissuperstar007 wrote:http://c2n.me/3eUWdvK.jpg dirt not work
Try increasing the radius or importing the scene at a smaller scale.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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resmas
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Rikk The Gaijin wrote:
oguzbir wrote: The reason is similar why we have clay rendering node in the first place.
That way we can produce our custom passes Which will create great flexiblity in renders.
Maybe a bad example but...
Imagine a heavy scene with lots of different materials and 1000's of objects
- rendering all scene objects with same reflection roughness
- or rendering a clay-like render with custom colors maybe with some reflectivity..
Main idea behind this is doing that as an override will enable to have all objects' materials intact in a large scene.

This might be somehow easy to do in standalone but in 3dsmax it's a pain really.
You have to save where your materials are store and have different versions for same file with one material assigned to all objects.
please add this feature..
I used to use this with vray all the time.

Thanks,
+1, I also would like this feature.
Hi there. Thanks for the update. ;)

The material override would be great.
A simple example, in architectural visaulization we often have to render wood maquette to client, or a wireframe colored like this...

Image

Image

We may get this with a dirt material override.

Would be a great feature.

--------------

About the glass cup... The 3rt one looks great.

Cheers
Resmas
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Elvissuperstar007
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abstrax wrote:
Elvissuperstar007 wrote:http://c2n.me/3eUWdvK.jpg dirt not work
Try increasing the radius or importing the scene at a smaller scale.
scene in millimeters, if I put meter starts artifacts, 2.21 in all normal
https://cloud.mail.ru/public/fc661aa0fa ... 20dirt.rar
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
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abstrax
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Elvissuperstar007 wrote:
abstrax wrote:
Elvissuperstar007 wrote:http://c2n.me/3eUWdvK.jpg dirt not work
Try increasing the radius or importing the scene at a smaller scale.
scene in millimeters, if I put meter starts artifacts, 2.21 in all normal
https://cloud.mail.ru/public/fc661aa0fa ... 20dirt.rar
In 2.21.1 I get exactly the same result as in 2.22:

2.21.1:
dirt_2.21.1.png
2.22:
dirt_2.22.png
I'm not sure what you want to achieve, but as I said before, the dirt radius is too small. The teapot is about 2m in size and you have set the radius to 4mm:
dirt_settings.png
If you set the radius to 1m, you see an effect on the road:
dirt_2.22_radius_1m.png
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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bepeg4d
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Hi,
i have some difficulties to make the daemon starts with out-of-core enabled under os x.
this is what i read in the terminal during installation:

Code: Select all

### OctaneRender Slave Daemon Installation ###


HINT: To keep the default setting, just press ENTER.

On which network port should the daemon listen?
Please enter a number between 1024..65355 (default: 48000): 

Which GPUs should be used by the slave? Please keep default or enter a
comma/space separated list of GPU indices (starting at 1, default: all):

Do you want to enable out-of-core textures on this machine?
Please enter y/n (default: n): y
What is the maximal amount of RAM memory which should be used (default: 0)?
Amount (gigabytes)? 1

Please confirm the entered configuration:

  Daemon Port = 48000
  GPUs        = all
  out-of-core texture memory enabled
    Maximum: 1 GB

Are the values above correct? Please enter y/n (default: y):y

Creating temporary launch script ...

Creating temporary launch agent ...

Copying bundle into /Applications and launch agent into /Library/LaunchAgents ...
2015-03-26 15:36:06.356 osascript[741:507] Error loading /Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types:  dlopen(/Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types, 262): no suitable image found.  Did find:
	/Library/ScriptingAdditions/Adobe Unit Types.osax/Contents/MacOS/Adobe Unit Types: no matching architecture in universal wrapper
osascript: OpenScripting.framework - scripting addition "/Library/ScriptingAdditions/Adobe Unit Types.osax" declares no loadable handlers.


Installation finished. The daemon will be launched after the next login.
To start the daemon manually, you can run
  "/Applications/OctaneRender Daemon 2.22.app"
from the applications folder.

Press any key to exit...
and this is what i get after restart:

Code: Select all

Last login: Thu Mar 26 15:39:07 on console
BarnaPro-2:~ barnapro$ "/Applications/OctaneRender Daemon 2.22.app/Contents/MacOS/octane_slave_daemon" --slave "/Applications/OctaneRender Daemon 2.22.app/Contents/MacOS/octane_slave" --alias "BarnaPro-2" --port 48000 --out-of-core 1g; exit
Started logging on 26.03.15 15:39:52

Launching slave to gather information:





Started logging on 26.03.15 15:39:59

OctaneRender version 2.22 (2220000)

PARSE ERROR: Argument:  --out-of-core
             Couldn't find match for argument

Brief USAGE: 
   octane  [-g <int>] ...  [--alias <string>] [--out-of-core <limit>]
           [--net-test] [--daemon-info-request] [--daemon-port
           <network-port>] [-p <network-port>] [-a <network-address>] [--]
           [--version] [-h]

For complete USAGE and HELP type: 
   octane --help

Slave crashed or was stopped via CTRL-C.
logout

[Processo completato]
if i desable the out-of-core function, the daemon starts and render without any issue, exept for memory limit.
any idea?
ciao beppe
mikinik
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abstrax wrote: I fixed that and also tried to improve the internal reflections. Tell me what you think...
Looks very believable)
r9 3900x/64Gb/2070s/2070/win10x64/3dsmax2021
itsallgoode9
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abstrax wrote: Ok, I have been fiddling around with the specular material trying to improve things. Turns out, that the Fresnel reflection that is being calculated is too bright. It is like all light is polarized perpendicular to the reflection plane (in reality it's usually a mix). I fixed that and also tried to improve the internal reflections. Tell me what you think (the left glass is rendered with 2.21.1, the center glass with 2.22 and the right glass with the (hopefully) improved specular material):
That new one looks good to me! In my tests, I thought for SURE the fresnel reflection wasn't calculating correctly, (which is why I was using a falloff node for the reflectivity in alot of my tests). Thanks for figuring that out and making me feel not crazy :mrgreen:
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prodviz
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The new glass on the right looks good to me too.

Maybe we could get a 2.23 version with this tweak, so we can test?

cheers.
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abstrax
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Location: Auckland, New Zealand

kavorka wrote:
abstrax wrote:
kavorka wrote:I just realized this yesterday. The perspective correction tool isnt working. I don't know when it broke, but it wasnt working in 2.21 either.

Ok, so I just zoomed my camera in closer and it works up close. But from far away it doesnt do anything.
Could you post an example? Here it works so far.
Here is the scene. I replaced the building with basic boxes.
Let me know if there is anything in my scene that is preventing it from working.

Thanks!
The issue is that the up-vector is not (0 / 1 / 0). Since the perspective correction aligns the perspective with the up-vector you have to set the up-vector to (0 / 1 / 0) if your vertical lines go straight up.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
riggles
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Nice update, and thanks again for including the aperture aspect ratio control so quickly. I added a sample scene in the request thread. Works pretty good. Just takes a little longer to clear grain.
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