OctaneRender® 1.025 b2.55 test release [Obsolete]

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Elvissuperstar007
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radiance wrote:
mib2berlin wrote:Hi, same problems with mesh import from demo files obj and ocs.

Thanks, mib.
Hi guys,

We changes the way triangles are stored on the GPU in this release (not voxelising yet, as some believe from reading the responses),
Obviously we have a bug in the linux and mac versions, probably an endian-ness related issue.


We will fix and provide an update in a few days...

Thanks for your help and keep on reporting any other issues you may find...

Radiance

ок!!!

PS: Elvissuperstar007 we need a way to reproduce your problem, either zip and mail us your scene (support at refractivesoftware dot com), or ask for t_3 to help you (it's less work for us, as we are extremely busy on instancing right now, thanks)
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Diogo Moita
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Great release, thanks guys! Specially thanks to the glossy IOR! Great pictures coming soon...
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Zay
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I have notice a couple of times now that changing textures in pathtraycing mode sometimes give a black rendering view. The only way to get it back is to change rendering kennel. Happened 3 times now, but it seems if I move the camera closer to the object it doesn't go black.
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evo
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we are extremely busy on instancing right now, thanks
:D
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RIBS_stairs
http://www.refractivesoftware.com/forum ... =5&t=17973
ribrahomedesign
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hi there
i have the same problem . every time i start a render the screen is black ,if i change the res.
the screen goes black ,if i change kernel its ok again ,
first i was thinking it is the new release but i have the same problem with 2.52
are therer unknown issues with the latest nvidia driver 285.62 ??

i also had a gpu crash where both gtx 590 failed ,i never ever had any problem before .
cheers
Rico
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kubo
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I'm having strange problems with SSS in diffuse and specular materials, I create a specular (it's much easier to see the SSS there) I attach a medium node, then in transmission I use an RGB colour and set up medium, everything is fine and looks awesome, yet if I change that and use a jpg for the transmission I get a black&white result, no color even when the jpg is the same or near the same color. I got a diffuse working with a jpg, but only one, and don't know why either, but for the rest, attach an image node (I've check several times it is not a float or alpha image) and even thou if I turn on show textures octane shows it right, the specular materials works as if it was a b&w image. Anyone else can confirm this? (I'm using the win x64 built)
*update, allright, forget what I said, at least to an extent, I tried with a plane emmitting light for a more dramatic effect and the jpg is working, yet not at the same intensity than an rgb colour is, I get the same result, but it's much, much more subtle than if I use a rgb. I've tried rising up the gamma but I get no improvement.
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MattRM
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Hello all,

I have a question, I found a node called "Geometry Group", but when I plugged, two OBJ inside, and after clinked on it, there're nothing happened... I missed something ? same thing when I use "Placement". I found also, that happened when I have two object in my scene. Did I need to export obj in special way ?

I have the last nvidia driver.

Best regards,


Matthieu
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t_3
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MattRM wrote:Hello all,

I have a question, I found a node called "Geometry Group", but when I plugged, two OBJ inside, and after clinked on it, there're nothing happened... I missed something ? same thing when I use "Placement". I found also, that happened when I have two object in my scene. Did I need to export obj in special way ?

I have the last nvidia driver.

Best regards,
Matthieu
this nodes seem to be related to new features (coming along with instancing and the changes in handling gemoetry), which are not ready yet. i believe rsl wanted to let us have sss as soon as it was ready, so they kept this new nodes in, even disfunctional. and it is still a "test" release, where only sss was announced ;)
The obvious is that which is never seen until someone expresses it simply

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kubo
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radiance wrote:
Daniel79 wrote:"scattering: This is a medium with single-scattering SSS, and also absorption."

This new feature is especially appropriate for handle the materials of the leaves?
Yes, it is perfect for leaves, any organic translucent material, candles, wax, milky glass, rough translucent plastics, translucent rubber, flames, plasmas, emitting gasses, mist/smoke, clouds, etc... skin, tissue, anything that scatters light inside basically...

BTW, you can use a 3D procedural to define the scattering density in 3d space, to create clouds in an object, so if you place a large box over your scene, you can use procedurals to create real clouds or smoke/mist situations.

Radiance
Finally I've figured out how to make fog, if anyone is interested I've posted it in the resources forum, any help on how to improve it and make smoke and better fog are more than welcome to check it out.
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MattRM
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this nodes seem to be related to new features (coming along with instancing and the changes in handling gemoetry), which are not ready yet. i believe rsl wanted to let us have sss as soon as it was ready, so they kept this new nodes in, even disfunctional. and it is still a "test" release, where only sss was announced
Oki, thank for the answer.

Matthieu
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