OctaneRender® 1.024 beta 2.49b RC (lin/mac/win) [OBSOLETE]

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ROUBAL
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Nice new release ! Thank you very much. The display of memory limit is a nice improvement, allowing to increase progressively the resolution while looking at the bar.

I also like the color picker. A Copy Paste of the values between numerical fields By Ctrl-C Ctrl-V would be useful, though !

Nice work Octane team.

EDIT : Now, saving an image is much faster ! The chosen path is found automatically each time ! Well done, this is really something I wanted ! :)
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abstrax
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matej wrote:Two problems:

* Connecting an empty material macro (a macro that has no material node connected to it) to a mix material node, crashes Octane

* Creating an emission macro and saving the .ocs, makes the .ocs corrupt: Error during loading: Invalid macro type. The scene attached below has an emission macro inside and cannot be opened on my system
Thanks for the report. Both issues will be fixed with the next release.

Cheers,
Marcus
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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vipvip wrote:thanks for this new version, with all greats enhancements.
Just tried a little animation calculation, it 's much much better with multitasking works ( no more full screen octane, on foreground app ) but still a little interruption during voxelising process ( i know you know ;) ).You're on the right way and it's sweet to see you listen to the request !!Hope the 2.5 final will be totally transparent for anim calculations :)
Does a window pop up or what exactly is the problem?
Just on a scene, - a simple sphere deformed - it's a very strange issue: the first display is ok but as soon as i rotate the octane camera, there is like a motion blur effect ( :shock: !!) and impossible to refresh the good display ( still this blur each time rotating...).I loaded some older scenes and it does not happens, it's very strange... Perhaps it is the annoucment of the motion blur for the next release :D
( look at attached picts, i join the zipped scene too, but the problem happens only when you launch rendering with lightwave, if you directly load the OCS film, it works... )
Working with lightwave 10.1, exporter v0.3, win7 64, 2 x GTX470 nvidia v280.26 whql

I tried some other scenes with maya 6.0 and no problem...
You get this behaviour when you export your scene using the camera export and with camera motion blur enabled and then change the camera settings in Octane. What happens is that the exporter tells Octane two different camera positions and orientations, which is used for the camera motion blur effect. If you then change the camera in Octane, you only change one set of these settings, but not the other, which usually is not what you want. Motion blur settings should be exported only during animation rendering not when you click on the "Render" button.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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kivig
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matej wrote:There are other problem with embedded textures, apart from redundant storage usage:

- You can't edit them, and so your centralised texture library becomes semi-useful, as your textures are duplicated locally each time you use and save them in a macro.
- The more such macros you have imported in the .ocs, the longer becomes the saving time for the .ocs - up to half a minute, for 10 -15 macros on my system (just don't say buying a faster computer is a viable solution for this design flaw :) )
Those are far more important points than foolproofness.
Bare in mind that saving over network is even more time consuming per MB and that most networks are less than gigabit.
Also this might be my preference but I resave textures about 10 times per scene loading session when shading, reimporting that would be a nightmare.
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vipvip
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abstrax wrote: Does a window pop up or what exactly is the problem?
[/quote]

Ok Marcus, i tried your explanation for the motion blur and it's working, thanks.

For the 'pop up' while anim rendering, i join a picture.

The context is:
- I launch an anim with Maya/octane ( but there is same issue with lightwave )
- i launch for example notepad to write a text during the anim. computing with octane.

Each time Octane begins a new frame , there is the popup window of the 'octane-scene-initialisation' ( importing, parsing, voxelising etc...) appearing and becoming the foreground app.
After this phase, during the real octane computing, my notepad becomes again the forground app ( automatically, without clicking on it, which is great....).
The more the scene is complex to prepare ( polys number ) and the more the time to wait for using notepad again is big...

The question is: is it possible to make this 'octane-scene-initialisation' phase on backround app. too so that there is absolutly no break on the notepad workflow... ?

Anyway, as i said before, the situation is actually a lot better with this 2.49b solution for animation computing.

thanx
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octa_anim.jpg
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retmia
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Thanks for everything!

But now please, allow us to work faster with shortcuts to create nodes and add the possibility to duplicate them! [...] aaaw that would be wonderful ! (Love!)
And maybe also add the possibility to retrieve and edit materials within the scene directly inside the node system ! [...] without having to recreate everything from scratch [...] aaaw that would be awesome ! (Love!)

I know you know! But I couldn't help!
Thanks again for building Octane!
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retmia.net
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Rickky
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@retmia
+1 for me too :)
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Proupin
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About the encapsulated material discussion, I'm with matej... the community is never more important than actual, OFFLINE work. We need a localDB, with paths to actual files like it just should be.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
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retmia
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@Rickky

I've just had a little idea to make the waiting for a more intuitive node system easier [...] you just create a Material Macro where you put all the things you often need in it, and save it [...] so now you load it in two clicks and you just saved at least twelve clicks plus mouse moves! :mrgreen: you gain around 30s+ per material! ^^ Well you still have to put the right maps in it, but its quicker!


And about the material encapsulation, I'm on the well organised folders side :) it's more flexible.

(sorry for my bad english)
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savednode.jpg
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Isotemod
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I would like to say thank you for adding/altering the recognition of the capitalised D for opacity maps in the .mtl file produced by Daz3d. I havnt a clue which version you fixed it in as I only found out by accident as I usuallly manually alter my files before import to octane.
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