Hi, I have noticed something weird about Normal maps. I write it here, but I don't really know if it was the same in previous versions, and even if it is due to Octane. It can come from CrazyBump, the software I use to create Normal maps (I have to check in Blender) :
When, I create a seamless diffuse texture, it looks seemless in Octane. But when I apply a Normal map created from my diffuse texture, the Normal map doesn't appear perfectly seemless (it is not a scale parameter error) and shows a fringe. The Normal map has to be treated again to be made seemless.
OctaneRender® pre-Beta 2.42 (win/mac) [OBSOLETE]
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Last edited by ROUBAL on Mon Jan 31, 2011 10:23 pm, edited 1 time in total.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
Thanks for this nice Beta 2.42 release.
Can you tell me what ''premultiplied_alpha'' is for and how to use it ? (in the Preview imager of the Node Inspector).

Can you tell me what ''premultiplied_alpha'' is for and how to use it ? (in the Preview imager of the Node Inspector).
Win Vista Integral x64 | 2 x GTX 460 | Quad 2,4 GHz | 8 GB
Hmm, I couldn't reproduce this problem. Could you please give step-by-step instructions how we can reproduce the problem?kubo wrote:not certain if is just 2.42 cuda 3.2 (and 2.41 I think too), but just in case.
It happens that if you create a difuse with blackbody emmitter and env is texture all is fine, but if then you change to daylight, and after that change back to texture it all goes peanuts, no control on blackbody power, and the light shoots sky rocket. It maight something to do with this too http://www.refractivesoftware.com/forum ... =23&t=5131
Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
If you enable it, the color is stored "pre-multiplied" with the alpha value. Some compositing tools require RGBA images to be pre-multiplied, to allow effects like pure additive emission (like glowing gas without absorption) which can be stored only in that format. Gimp for example doesn't, but After Effects does (as far as I know).OctaneFX wrote:Thanks for this nice Beta 2.42 release.![]()
Can you tell me what ''premultiplied_alpha'' is for and how to use it ? (in the Preview imager of the Node Inspector).
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
I can't reproduce it out of the box either, it has either something to do with the scene (totally different one from the car one I send you) or I might need more sleep, either way I'll do more test later.abstrax wrote:Hmm, I couldn't reproduce this problem. Could you please give step-by-step instructions how we can reproduce the problem?kubo wrote:not certain if is just 2.42 cuda 3.2 (and 2.41 I think too), but just in case.
It happens that if you create a difuse with blackbody emmitter and env is texture all is fine, but if then you change to daylight, and after that change back to texture it all goes peanuts, no control on blackbody power, and the light shoots sky rocket. It maight something to do with this too http://www.refractivesoftware.com/forum ... =23&t=5131
Thanks,
Marcus
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
- SamCameron
- Posts: 162
- Joined: Sun Jan 02, 2011 12:58 pm
Please, add clip texture feature, is really important.