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

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TheOracle
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@ RS TEAM SAID:
it seems to be a bug with alpha channel ( the first exported render alpha is bad, glotchy but it become ok after a camera mouvment )

I just had this exact problem.
had to render a scene using the old 2.46 version in stead What a shame. I really like this new version. :(
I had to render a animation therefore could not move the camera in every frame. When is this expected to be solved?
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vipvip
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@ the oracle:
i'm working an animation job actually , with alpha required ...
but it was said, these beta RC - unlike the 246b - are not production-ready ( just hope the next beta/ final 2.5 will come early with this bug corrected.

Another thing: i calculated an anim with camera motion blur.
The camera was following an moving object ( so that this object wasn't quite moving on screen ) and only the (fix) backgroung was traveling on screen: i believed the tracked object would be sharp and the background blurry, but in fact the whole scene is very blurry without difference between the tracked object and the backround : is it normal ?
DayVids
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vipvip wrote:@ the oracle:
Another thing: i calculated an anim with camera motion blur.
The camera was following an moving object ( so that this object wasn't quite moving on screen ) and only the (fix) backgroung was traveling on screen: i believed the tracked object would be sharp and the background blurry, but in fact the whole scene is very blurry without difference between the tracked object and the backround : is it normal ?
Hey VIPVIP,

I'd say this is because Octane uses the camera position only at this time to determine motion blur. To achieve motion blur, most of us have been applying it in post production. There are lots of options to use, aftereffects has one in it's built in optical estimations slowmo fx. you can force motion blur and set the playback rate to 100, and then just pump up the mb till you get what you want. There are several other ones as well, but that's just one that you may be most likely to have.
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retmia
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This one looks tougher to get rid of!
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vipvip
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DayVids wrote:aftereffects has one in it's built in optical estimations slowmo fx.
i normally use the ' CC Force motion blur ' native AFX effect, is it the one you're talking of ?
It'give good results for most of scenes but can't be compared to a read 3D motionblur for some...
Mugga
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Another way to create a motion blur is to render a motion vector pass in your 3d program. To use this pass in AfterEffects you need a plugin called "ReelSmart Motion Blur". This way you get a real good motion blur and the "effect" is fully customizable.

---

Another bug i've found:
When you create a new material macro and you plug it into your object, the material changes in the macro didn't get applied to the object. You have to unplug and plug it in again.

Second bug i got with applying a normal texture. The whole object gets black. I could only get rid of the problem when i restarted octane.
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vipvip
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I've read some good things about RSMB.
Just downloading the demo and i'll try...
Thanks
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cornel
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I encountered an issue with the C4D plugin (I´m using R12).

--> when "Export Camera" is enabled, octane won´t find the obj and textures any more.
If that checkbox is disabled, everything opens just fine.

Someone else who can reproduce that?
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DayVids
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vipvip wrote:
DayVids wrote:aftereffects has one in it's built in optical estimations slowmo fx.
i normally use the ' CC Force motion blur ' native AFX effect, is it the one you're talking of ?
It'give good results for most of scenes but can't be compared to a read 3D motionblur for some...

Nope, I'm talking about Timewarp set to 100% speed and then enable motion blur and set the shutter speed to manual, and you get a MUCH better looking result. Far superior to "CC Force Motion Blur"
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
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retmia
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"NodeGraph
Maximum number of 8bpp Y textures reached.
Please reduce scene complexity."

Thank you NodeGraph for keeping me aware. But would you please explicit the limit number to avoid this next time?

edit : Ok, I dig into the problem and it seems to be limited to 64.
(http://www.refractivesoftware.com/forum ... bpp#p58562)
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