OctaneRender™ Standalone 3.05 Rounded Edges Test 4[OBSOLETE]
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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.
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.
Thanks for the feedback and apologies for the trouble. We will have a look at it now. I haven't investigated the problem yet, but even if there was some issue in test 3 it should not crash.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
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Well, this is not to complain but only to relate the problem and help solving itcalus wrote:just read my post above ...enricocerica wrote:Same for me with one of the scenes I saved with test 3, it crashes when loading the scene, though works fine when I revert to test 3.
Just save your file in a previous version (not a test version) and it will work in test4, works for me.

Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
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GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
Hey guys, there was actually an issue loading scenes with that version number due to an internal conversion issue and we have fixed it.
However, we are not planning to do any further test releases until Friday when we plan to release 3.05 unless you experience any mayor issue.
Thanks for the heads up.
However, we are not planning to do any further test releases until Friday when we plan to release 3.05 unless you experience any mayor issue.
Thanks for the heads up.
calus wrote:just read my post above ...enricocerica wrote:Same for me with one of the scenes I saved with test 3, it crashes when loading the scene, though works fine when I revert to test 3.
Just save your file in a previous version (not a test version) and it will work in test4, works for me.
Nevertheless it's a bug and shall be fixed.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
Yes, that was not my point either.smicha wrote:calus wrote:just read my post above ...enricocerica wrote:Same for me with one of the scenes I saved with test 3, it crashes when loading the scene, though works fine when I revert to test 3.
Just save your file in a previous version (not a test version) and it will work in test4, works for me.
Nevertheless it's a bug and shall be fixed.
I thought people in this topic may also want to try the Test4 version, that was the way to achieve this.
Pascal ANDRE
It depends. Math operations on textures generally have to be evaluated inside the shader while rendering. We support a limited set of operations (multiply, mix, clamp, apply gradient…) which are evaluated on the GPU. For single values (like int, float) we don't have direct support but it can be emulated with a simple scripted graph:smicha wrote:PS. Any plans to introduce math operation nodes (add, multiply)?
Code: Select all
local MyGraphScript = { _name = "+" }
-- onInit function, this is called once in the beginning.
function MyGraphScript.onInit(self, graph)
-- define input and output infos
local inputInfos = { {type=octane.PT_FLOAT, label="a", defaultValue=0},
{type=octane.PT_FLOAT, label="b", defaultValue=0}}
self.inputs = graph:setInputLinkers(inputInfos)
local outputInfos = { {type=octane.PT_FLOAT, label="+"} }
local outputs = graph:setOutputLinkers(outputInfos)
self.value = octane.node.create{ type=octane.NT_FLOAT, name="color", graphOwner=graph }
outputs[1]:connectTo("input", self.value)
end
function MyGraphScript.onEvaluate(self, graph)
local a = self:getInputValue(self.inputs[1])
local b = self:getInputValue(self.inputs[2])
-- expression goes here:
self.value:setAttribute("value", a + b)
end
return MyGraphScript
--
Roeland
- Jolbertoquini
- Posts: 1067
- Joined: Sun Aug 31, 2014 7:08 am
- Location: London
- Contact:
Hi Guys,
Pascal thanks for the point I tested and is working perfect to me. Also with our CAD now. I attach a image of reel production model and I'm really happy!
I didn't have any crashs, if I use the scene from other versions as pascal "Calus" described and is fine the CAD data of KUKA is missing some fixes and clean up on this model so I'm not surprised they may cause issues and a bad look, anyway here a test if you see the Grid and left side module, This are saving a lot time for modelling.
Thanks Otoy Guys for the nice help.
Pascal thanks for the point I tested and is working perfect to me. Also with our CAD now. I attach a image of reel production model and I'm really happy!

I didn't have any crashs, if I use the scene from other versions as pascal "Calus" described and is fine the CAD data of KUKA is missing some fixes and clean up on this model so I'm not surprised they may cause issues and a bad look, anyway here a test if you see the Grid and left side module, This are saving a lot time for modelling.
Thanks Otoy Guys for the nice help.
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http://www.hmxmedia.com/
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@NVN
The current implementation is bound by the mesh geometry, that's why you don't see such a large radius being applied. It is however quite fast compared to other render engines implementations and that's why we have decided to keep it.
We are working right now on a completely new mode which will likely be slower but way more robust, and which should give you similar results as the one you show.
We're however planning to keep both modes so you can choose depending on what's working better for your scene.
The current implementation is bound by the mesh geometry, that's why you don't see such a large radius being applied. It is however quite fast compared to other render engines implementations and that's why we have decided to keep it.
We are working right now on a completely new mode which will likely be slower but way more robust, and which should give you similar results as the one you show.
We're however planning to keep both modes so you can choose depending on what's working better for your scene.