Cool! Thanks for the responce! By the way I'm loving the speed increase, which seems to have sped up the render 2 fold.
Anyhow, thanks and looking forward to the next update!
OctaneRender® 1.025 beta 2.51 [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.
i've played a little with the new version in both osx 10.6.8 and win 7 and it seems very stable 
absorption is fantastic
ciao beppe

absorption is fantastic

ciao beppe
Wow! I have not yet had time to test this release, but it looks very promising!
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.
@Draydin_r:
the skull is a 3d reconstruction from a CT 64 (computer tomography)
i think i've found a little bug
i usually create several nodes inside a macro expecially for emitters, one diffuse nodes with emission enabled and another without for fast switching the lights on and off.
now if i change the node connection to the macro out port, the rendering doesn't update, the only way is to change the kernel, obviously this doesn't happen with 1.246b
ciao beppe
the skull is a 3d reconstruction from a CT 64 (computer tomography)

i think i've found a little bug

i usually create several nodes inside a macro expecially for emitters, one diffuse nodes with emission enabled and another without for fast switching the lights on and off.
now if i change the node connection to the macro out port, the rendering doesn't update, the only way is to change the kernel, obviously this doesn't happen with 1.246b
ciao beppe
@Abstrax: I just sent you a pm with the obj file for testing. 

Win10 Pro | Geforce GTX1070 8gb Vram X2 (display/render) | Intel Core I7 4770K 3.5GHz | 32GB DDR3 1600 Ram |Nvidia 378.78 drivers | Cuda 8.0 | Blender/Modo/Sketchup
it happens very often that when i make adjustments to a material it doesnt update anymore. the renderer seems to not get aware of the changes unless i reload the file. anyone else having this problem?
cheers,
ello
cheers,
ello
win7,i5 760 6gb,gf 460 1gb
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
Does it say "(failed)" in the viewport status bar?ello wrote:it happens very often that when i make adjustments to a material it doesnt update anymore. the renderer seems to not get aware of the changes unless i reload the file. anyone else having this problem?
cheers,
ello
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
no, it just doesnt do what it should. for example if i create a material macro and attach it to the mesh node. now doubleclick the macro and attach a diffuse material to it. thus far everything works. now i create a specular material for example and attach that to the macro and the renderer still renders the diffuse material.abstrax wrote: Does it say "(failed)" in the viewport status bar?
win7,i5 760 6gb,gf 460 1gb
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de
my cinema4d plugin collection for creating complex random or ordered structures and more: http://plugello.earthcontrol.de