OctaneRender® 1.024 beta 2.49 TEST (lin/mac/win) [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.
Is it physically correct? If I would try to illuminate the real interior of my room in the same way, and later took a picture I would not get such a burnings. I think there is something wrong with the material emitting light. I have a big problem with that in Octane Render in every engine: directlight, pathtracing, PMC.
really nice improvements! congratz. I would really like sunlight going through glass instead of blocking it. Hope that's gonna be fixed soon.
Win7 Pro x64, Phenon II 940, 8 GB, Geforce 470 - Modo, Zbrush
There's a lot of lag now while using the camera and color picker. As I metioned earlier, sometimes there are no response when trying to move the camera around with the mouse. But also using the color picker has a lot of lag. I can click and click and nothing happens. Then suddenly Octane react to all the clicks I made, and I'm far away from the scene or the color picker picked something that I didn't want it to pick.
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
Actually it looks like you should use IES lights in your setup to make it more physically correct, cause light usually isn't so diffuse like a mesh emmiter is.. stillFamilyGuy wrote:Is it physically correct? If I would try to illuminate the real interior of my room in the same way, and later took a picture I would not get such a burnings. I think there is something wrong with the material emitting light. I have a big problem with that in Octane Render in every engine: directlight, pathtracing, PMC.
I've been thinking - can you make ito so the "secondary bounces" that light up a room can be increased/decreased - is that even possible with unbiased kernels - I know there are features like that on plain GI - but now you could incorporate that inside the new direclight kernel maybe?
On the other note - this new test release works the best so far - mainly cause when in PMC kernel my systems runs smoothly and no slowdowns, I was working in 3dmax while the thing was rendering in PMC and it was perfectly smooth - was that intentional

here's a composition with heavy caustics after a 1hour 15min at 1920x1080 - needs a very strong light source - so it also burns the image a bit - a secondary bounce increase feature would be quite beneficial
.. also> similar prob as the above one mentioned - I think it was on previous beta 2.48ctest when using the material picker it doesn't want to rotate very well, like I have to click a couple of times on different places so it "catches" the click event - zoom in out works always, but rotate/pan seems like it doesn't catch the mouse on event.. when I disconnect the material picker and go to the hand tool the thing reacts properly like it should, also everything works fine on directligth - has anyone else come up with that bug - it seems to be here with 2.48c .. only it is not only related to the lag, rotating/paning not working well with material picker on, with hand tool on works fine.. !?
Last edited by acc24ex on Mon Aug 01, 2011 7:17 pm, edited 3 times in total.
3dmax, zbrush, UE
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//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
@FamilyGuy
How much watts are we talking about?
Another relatet issue:
@Marcus:
It seem that the basic ambient occlusion engine treats emissive lights weaker then the other engines (pmc, pathtracing, diffuseDL).
Could it be that the intensity of the emitter interpretation has to be increased (in ambient occlusion-DL mode)?
How much watts are we talking about?
Another relatet issue:
@Marcus:
It seem that the basic ambient occlusion engine treats emissive lights weaker then the other engines (pmc, pathtracing, diffuseDL).
Could it be that the intensity of the emitter interpretation has to be increased (in ambient occlusion-DL mode)?
The new version worked with out any problems on my system. I have selinux disabled and no firewall, I instead rely on the firewall in my router. The router is set to block all incoming ports (except http and minecraft server ports) and allow all outgoing ports. I don't have anything set up for Octane in the router specifically.
radiance wrote:Hi all,
Regarding the octanelive check and firewall issues,
Can everyone here report what his situation is ?
If it works without any issues for you, please drop us a post saying it does and possibly what your firewall situation is,
eg, is it on, and does it have a rule for octane ?
Radiance
Linux Mint 21.3 x64 | Nvidia GTX 980 4GB (displays) RTX 2070 8GB| Intel I7 5820K 3.8 Ghz | 32Gb Memory | Nvidia Driver 535.171
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Thank you. Great release.




AthlonII X2 6400+ 2.81GHz, 4Gb RAM, Gainward GF 460 GTX 2048Mb, Win7 64bit
Thanks for the heads up acc24ex
Yes, disabling the material picker, seems to fix the none responsive mouse movements. But there are still some lag compared to v2.47 while moving and picking materals.

Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
new dl features are great!
while being connected to the net i just started octane as usual - new lic sys seems to work good.
love the fast development atm
thx for the nice build.
cheers,
dave
while being connected to the net i just started octane as usual - new lic sys seems to work good.
love the fast development atm

cheers,
dave
- Mint 10 64bit nvidia drv 260.19.29/cudatoolkit3.0 intel q6600, 4gbRAM, GTX470 1,2GB
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
- Mint 10 64bit/ Win7 64bit nvidia drv 260.19.29/cudatoolkit3.2 amd X6, 16gbRAM, 2x GTX580 3GB
->Octane 2.44/ Blender2.5x
This is due to the fact that we have a linear tonemapper currently.FamilyGuy wrote:Is it physically correct? If I would try to illuminate the real interior of my room in the same way, and later took a picture I would not get such a burnings. I think there is something wrong with the material emitting light. I have a big problem with that in Octane Render in every engine: directlight, pathtracing, PMC.
non-linear ones like reinhardt solve this issue. We will add one in the near future...
You can save to HDR images and use an external tonemapper with the 2.5 (which *should* (no promise) have HDR .exr output)
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB