Some annoyances:
* If I set an input pin in the material macro (in my case a float input) and save the scene, the input triangle dissapears from the (non-expanded) macro node in Graph Editor after I re-load the scene. When I open the macro, the input pin is shaded in red (see image)
* If I attach a float node in GE to this macro input I can't change the value in Node inspector!
After some saving / re-opening, the attached scene now crashes everytime I click on the macro node
EIDT:
additionally: it seems I cant connect a float input pin directly to a "scale" parameter of a procedural texture? (connecting to scale of image textures, works ok) I had to use an intermediate scale/transform node.
EDIT2:
Texture input pins work as supposed, the float is causing problems in my case
OctaneRender® pre-Beta 2.3 v5 (win/lin/mac) [OBSOLETE]
Forum rules
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.
- Attachments
-
- pins.ocs.zip
- (4.38 KiB) Downloaded 122 times
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
It seems that texture input pins also cause problems.
In the scene below the texture input connector disappears when I reload. The tex.in. node is shaded red and if I disconnect it and re-connect it, Octane crashes.
The disappearance on re-load happens if there is no texture node connected to the input pin of the macro (in the scene tab of GE), if there is, the thing loads as supposed.
In the scene below the texture input connector disappears when I reload. The tex.in. node is shaded red and if I disconnect it and re-connect it, Octane crashes.
The disappearance on re-load happens if there is no texture node connected to the input pin of the macro (in the scene tab of GE), if there is, the thing loads as supposed.
- Attachments
-
- macro_texinput.zip
- (110.2 KiB) Downloaded 111 times
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
It appears that embedded images in macros still cause problems on re-load
The scene attached below won't load on my system with an "didn't succeed to load image" error.
I created a material macro, with an image texture, saved it to .ocm and then imported it into the scene. I saved the scene with the macro, but it won't load again. The load succeeds only if the saved scene doesn't contain geometry data, ie. it contains only the material macro.
Exporting to the same .ocs file (containing that macro) from Blender also fails.

The scene attached below won't load on my system with an "didn't succeed to load image" error.
I created a material macro, with an image texture, saved it to .ocm and then imported it into the scene. I saved the scene with the macro, but it won't load again. The load succeeds only if the saved scene doesn't contain geometry data, ie. it contains only the material macro.
Exporting to the same .ocs file (containing that macro) from Blender also fails.
- Attachments
-
- macro_test.zip
- (147.7 KiB) Downloaded 141 times
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Small feature request: put an confirmation dialog when deleting macros (all types), for clumsy people like me that instead of saving a macro node, click on delete. 
Deleting a float node is not a problem, but mistakingly deleting a complex macro node is.

Deleting a float node is not a problem, but mistakingly deleting a complex macro node is.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
where does one find No new drivers are needed for this release, it uses the same drivers/toolkits as the previous pre Beta 2.3 v4 release???radiance wrote:Hi everyone,
Refractive Software® is proud to announce the availability of the fifth intermediate octanelive® testing release. (aka pre-2.3 v5)
This release is for PC's running MS Windows (x64), linux (x64) and Mac OS X (32). An MS Windows build for 32 bit will follow on monday.
This release is therefore recommended to be used for any professional applications where time is crucial, use at your own risk. For critical work, please use 2.2b stable.
Please note also this version will need you to enter your OctaneLive® account and password. These can be found as explained here:
http://www.refractivesoftware.com/forum ... =24&t=3095
New Features and fixes since pre-2.3 v4
Here is a little example with images and tutorial on how to use the new firefly removal feature effectively here:
http://www.refractivesoftware.com/forum ... =21&t=3766
The next v6 release will include the new render algorithm we've developed and will make the firefly removal system obsolete, but it might still be handy for certain situations.
Code: Select all
- Documentation: A brand new PDF manual, completely redesigned from scratch, over 120 pages, with widescreen layout, and easy chapters/bookmark links (please use with acrobat reader) - Hotpixel/Firefly removal for the imager, to get rid of fireflies in real-time when tonemapping/rendering with a sensitivity slider. (it's a new slider in the camera tonemapper options) - Roughness option for specular materials, to render rough/glossy glass, like a sanded or milky looking glass. - Mix material to blend between two materials. - Improvements to glossy material, to solve dark edges (energy loss) problem. - Improvements for emitters to reduce noise when nearby other surfaces. - Many more improvements to increase convergence with less noise hotpixels/fireflies. (eg, the image noise clears up faster) - Stability fixes for drag & drop from the outliner. - Stability fixes for working with multiple GPU's. - Fix incorrect sun position in daylight environment. - Fix crash when trying to override object import preferences. - Fix multiplier key not working. - Fix original zoom direction for zoom with the mouse wheel. - Fix images embed when saving file that uses macros with embedded texture. - Fix a problem loading .ocs with saved material macro and texture. - Fix a problem saving .ocs with embedded images. - Fix duplicate nodes being created when loading object with nodes connect to material. - Fix problem where unitinialized macro's could be created.
[/b]How to connect to OctaneLive® through a firewall/router[/b]
If you have a firewall/router, and you cannot log into the octanelive® service (eg, the server cannot be contacted), configure your firewall or router to allow outbound connections to the URL named 'live1.refractivesoftware.com'.
No new drivers are needed for this release, it uses the same drivers/toolkits as the previous pre Beta 2.3 v4 release
Download
MS Windows
ZIP file archives:
32bit: http://www.refractivesoftware.com/rcdow ... _win32.zip ( 33 MB)
64bit: http://www.refractivesoftware.com/rcdow ... in_x64.zip ( 35 MB)
GNU/Linux
gzipped/tar archives:
64bit: http://www.refractivesoftware.com/rcdow ... ux_x64.tgz ( 36 MB)
Apple Mac OS X (10.5/6)
Installer package:
32bit: http://www.refractivesoftware.com/rcdow ... s_x_32.pkg ( 38 MB)
Please post your experiences and issues with this release in this thread.
Your help is much appreciated.
Yours,
The OctaneRender® Team.
some materials were created with older v1, v2 etc... and have become incompatible,
we will sort them out and organize them before we launch the material competition with GPU prizes in about 2 weeks approx,.
remember, it's still a beta, v6 will follow too.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
v5 has only basic support for texture creation & manipulation inside Octane. Will the material pipeline be expanded with additional features (see this thread), before the competition starts?radiance wrote:we will sort them out and organize them before we launch the material competition with GPU prizes in about 2 weeks approx,.
I think that more procedurals & blending modes, macro duplication, math operators (converters) and procedural colorization (colorband node) will be needed for the users to really take advantage of texture manipulation inside Octane, and not rely only to pre-made images from outside.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Hi,
Panning around with my default right mouse button generally hangs octane.
I thought that it was corrected in previous v4?
As this statement could be fixed soon. Can you offer a workaround to avoid this hanging crash ?
Panning around with my default right mouse button generally hangs octane.
I thought that it was corrected in previous v4?
As this statement could be fixed soon. Can you offer a workaround to avoid this hanging crash ?
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windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
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