OctaneRender™ for Blender 2.23.2 - 8.6 Win [OBSOLETE]
It seems that Octane Box Projection node's Coordinate Space parameter doesn't make any difference between 0 and 1 values: both works as a "world space" (if I animate the object with this ptojection type (its location for example), the textures are "flowing" on its surface in both cases).
I think I found a bug... This one turned my hair grey until I figured it out.
I have a pretty long animation (15240 frames) containing a Make Human mesh and an Blender Ocean mesh. I am using a frame stepping of 5 and using frame blending in post in order to save render time. So far everything is fine. I then wanted to render out 5 images evenly distributed over the whole animation, so I enter a frame stepping of 3080. Now only the first frame renders, and then it stops. Not only that, if I do pretty much anything at this point Blender crashes.
I´m not sure this is as simple as only being the frame stepping though. I could remove the make human mesh and the ocean mesh, and then it would work.
If the frame stepping is the single issue here it should be simple to reproduce.
Jim, if you are taking a look at this and you can´t reproduce the problem I can send you the file in question.
PS I can also report as I have seen earlier that Octane server is keeping pressure on the graphics card after a render is done. Not until Octane Server is shut down the graphics cards fans settles down. Kind of bad out of an energy view point, and also a shortening of the graphics cards life time DS
Cheers!
I have a pretty long animation (15240 frames) containing a Make Human mesh and an Blender Ocean mesh. I am using a frame stepping of 5 and using frame blending in post in order to save render time. So far everything is fine. I then wanted to render out 5 images evenly distributed over the whole animation, so I enter a frame stepping of 3080. Now only the first frame renders, and then it stops. Not only that, if I do pretty much anything at this point Blender crashes.
I´m not sure this is as simple as only being the frame stepping though. I could remove the make human mesh and the ocean mesh, and then it would work.
If the frame stepping is the single issue here it should be simple to reproduce.
Jim, if you are taking a look at this and you can´t reproduce the problem I can send you the file in question.
PS I can also report as I have seen earlier that Octane server is keeping pressure on the graphics card after a render is done. Not until Octane Server is shut down the graphics cards fans settles down. Kind of bad out of an energy view point, and also a shortening of the graphics cards life time DS
Cheers!
- justavisitor
- Posts: 242
- Joined: Sat Oct 05, 2013 5:34 pm
It's not a reliable release.Marten74 wrote: I could remove the make human mesh and the ocean mesh, and then it would work.
I use 2.21.1 because of the hair bug in 2.23.2. Perhaps it'll work with oceans, too?
(I hope so, I'm going to use an ocean mesh for my next project...)
Latest OctaneRender for Blender. Windows 10, i7 quad 3.7GHz, 16GB, 2xTitan.
Is anyone able to render from a camera which is using a follow path constraint? when I switch to such a camera i get only black renders. Switch to an unconstrained camera and all is ok again.
The scene, and also a simple test scene with just camera/sphere/path will render in the viewport, but if you switch the viewport to the path constrained camera view (ie - numpad 0) it will go black. If you rotate or zoom the view it will stay black. Curiously, if you select and recentre a piece of geometry the viewport will render the scene as normal again.
Win7 / PhenomIIx6-1090T / 8GB / Nvidia GTX 670 for render (640GT for Display),
The scene, and also a simple test scene with just camera/sphere/path will render in the viewport, but if you switch the viewport to the path constrained camera view (ie - numpad 0) it will go black. If you rotate or zoom the view it will stay black. Curiously, if you select and recentre a piece of geometry the viewport will render the scene as normal again.
Win7 / PhenomIIx6-1090T / 8GB / Nvidia GTX 670 for render (640GT for Display),
jandress wrote:Is anyone able to render from a camera which is using a follow path constraint? when I switch to such a camera i get only black renders. Switch to an unconstrained camera and all is ok again.
The scene, and also a simple test scene with just camera/sphere/path will render in the viewport, but if you switch the viewport to the path constrained camera view (ie - numpad 0) it will go black. If you rotate or zoom the view it will stay black. Curiously, if you select and recentre a piece of geometry the viewport will render the scene as normal again.
Win7 / PhenomIIx6-1090T / 8GB / Nvidia GTX 670 for render (640GT for Display),
I've just shown you the way to look at, I didn't say to turn the autofocus on. If your autofocus point points into the infinity - it makes no sense for Octane camera. The same as "0.00" as the focus distance of real-world camera in manual mode. This was discussed here already many times...jandress wrote:Turning on auto focus allows the viewport to render camera and user perspective views properly, but if I render animation frames, I just get transparent (or black if no alpha).
Just play with these three settings you see on the screenshot and choose the one is appropriate for your scene.