OctaneRender® pre-Beta 2.42 (win/mac) [OBSOLETE]

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Jaberwocky
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Right.

I did a final test with just 3 CPU cores switched on.

It looks like it fully uses just over 2 cores to me.

Maybe the utalisation will be less once the kernal is rewritten to take out the Open GL code.

Not sure?
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MaTtY631990
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Just wondering when do think we will see the ability to see a shadow catching floor material. could keep a lot of users busy for a few weeks until next release with the ability to composite 3D with both an alpha channel and shadow channel. :twisted:
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abstrax
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pixelrush wrote:Good to know its fixed. Its a pain when we cant check in here. Forum seems snappier too ;)
It would be good if that Node Inspector bug introduced in 2.42 could be fixed if its going to be 6+ weeks until the next version....
I'm currently working on it.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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rman1974 wrote: You are wrong. That is really important for me (not only me of course). Now I have to write down all camera positions, targets, fovs. That is really annoying. BTW, BIG thanks to octane team for fixing external material node connection crash - now I don't need to pause octane before connection.
I'm currently working on that, too.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Jaberwocky wrote:This version is great.However i have just noticed it is using your processor a lot.

The Last version maxed out one of 2 cores that i had switched on on my processor.

I just noticed this version has maxed out both cores.I then switched on a further 2 cores so i have quad cores running .All at 3.4 Ghz overclock and the attached is the result.

Oh and before you ask.No the bottleneck does not increase the rendering performance.

Not sure what's going on but theres a hell of a lot of work being done on the processor for a GPU optimised rendering app.
Are you comparing exactly the same scene?
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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face
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MaTtY631990 wrote:Just wondering when do think we will see the ability to see a shadow catching floor material. could keep a lot of users busy for a few weeks until next release with the ability to composite 3D with both an alpha channel and shadow channel. :twisted:
If you comp they together, then you can use in the meanwhile your 3DApp to catch the shadow and comp that too...
When I think how long Modo exists before they have a shadow catcher shader...

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pixelrush
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I"m not currently working on anything cos its Sunday ;)
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lechu
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Abstrax, sorry for spamming on the forum (I've already written in other thread), but would it be possible to:

1. Add the copy nodes option in graph editor (under right click like current delete node option )
2. Add Ctrl + Z opinion
3. Fix the problem of that when I'm detaching material node from my mesh node, I get an empty dot in graph editor, but there's no material in node inspector list and sometimes it's really hard to get around in the scene...
4. Probably the biggest request -add (pleeease?) more camera response setups.. there are many of them available in the net...
5. Maybe add more tweaking options in Post Production, like Curves, Color Balance, Temperature, etc?
6. Is it possible to add an option of storing all the rendered data in one file and resuming the render later on?
7. If the pt. 6 is correct, would it be possible to save all the emitted light rays and GI information onto for example separate layers and than tweak them in Post Production? This currently works in some of the cpu unbiased renderers, would it be hard to implement such features for GPU?


Don't take this as a some kind of demand or wish list, these are just some of my thoughts from the last past few months of working in Octane and other unbiased engines. At least for me these would really improve my every day workflow :)

And really sorry if any of these points was mentioned before... didn't have time to search the whole forum since I don't find any solid "user request" thread either.
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abstrax
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lechu wrote:Abstrax, sorry for spamming on the forum (I've already written in other thread), but would it be possible to:

1. Add the copy nodes option in graph editor (under right click like current delete node option )
2. Add Ctrl + Z opinion
3. Fix the problem of that when I'm detaching material node from my mesh node, I get an empty dot in graph editor, but there's no material in node inspector list and sometimes it's really hard to get around in the scene...
4. Probably the biggest request -add (pleeease?) more camera response setups.. there are many of them available in the net...
5. Maybe add more tweaking options in Post Production, like Curves, Color Balance, Temperature, etc?
6. Is it possible to add an option of storing all the rendered data in one file and resuming the render later on?
7. If the pt. 6 is correct, would it be possible to save all the emitted light rays and GI information onto for example separate layers and than tweak them in Post Production? This currently works in some of the cpu unbiased renderers, would it be hard to implement such features for GPU?


Don't take this as a some kind of demand or wish list, these are just some of my thoughts from the last past few months of working in Octane and other unbiased engines. At least for me these would really improve my every day workflow :)

And really sorry if any of these points was mentioned before... didn't have time to search the whole forum since I don't find any solid "user request" thread either.
Hi Lechu,

These are all good suggestions, but except number 3 they all need quite a bit of work and therefor won't be in beta 2.4. -> But they got noted.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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nipparnlert
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Location: Thailand

Hi. After test.

1.Too many hotfire
2.I did not compare with old version but think too slow.

Thanks
nipparn
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Hardware : win7-x64 / i7-930-2.8 / ASUS P6T / PCI Express x16 Gen2 / DDR3 G.Skill 6GB. / Inno Geforce GTX470 CUDA Cores 448 / CoolerMaster / GX-750
Software : Octanerender pre-Beta 2.42 / Sketchup8 / Nvidia Driver 260.99 / CUDA 3.2.1
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