OctaneRender® 1.025 b2.56 Test release [obsolete]

A forum where development builds are posted for testing by the community.
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necko77
Posts: 323
Joined: Thu Jan 21, 2010 11:27 am
Location: Bosnia&Hercegovina

i cant whait to get home and test my 3d mouse !

thx for update !
ArchiCad, Blender, Moi3d
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

THX :D
a very nice xmas gift & very welcome fix - pmc is back :)
The obvious is that which is never seen until someone expresses it simply

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vinz
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Location: France

Many Thanks for the xmas gift !

great job !
:D
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zivko
Licensed Customer
Posts: 75
Joined: Thu Dec 30, 2010 10:41 am

this is great news! it seems to me startup of the program and importing of .obj files is faster then it was in previous releases :)

btw, when can we expect this next release with instancing and mapping? i'm not asking about a specific date as i'm sure you cant give me one, but approximation would be much appreciated :)
i'm asking cause i'm in the middle of an architectural project that will require a lot of trees and i'd much rather render it in octane then in vray, so i'm anxious to see instancing in octane \o/
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tyrot
Licensed Customer
Posts: 144
Joined: Sun Dec 19, 2010 8:43 am

he he zivko

i was in the same situation lots of trees - impossible to add more than Ram ..
Solution? well i know it is a bit crazy but check LOW poly trees which can be found in Marlin's TreeFarm or Dex-Soft bundles..

I know they are low poly trees - BUT octane makes everything looks so awesome even these low poly trees will make you happy trust me till instancing comes out.

Octane taught us to count each polygon as we build a level for a 3D game. So it makes you very disciplined - polycounter modeler ... BUT WHO DOESNT WANT TO BE SPOILED ABOUT POLY COUNTS--- :)

Thanks for the update roeland - spoil US!

best
..
zivko
Licensed Customer
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Joined: Thu Dec 30, 2010 10:41 am

thx, tyrot!
desktop - win7 64bit, i5-4690, 12gb ddr3, 970gtx 4gb, 460gtx 2gb
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kubo
Posts: 1377
Joined: Wed Apr 21, 2010 4:11 am
Location: Madrizzzz

Not certain this is a 2.56 or if it was already in the 2.55, the thing is that Ms/sec are not calculated properly, in the wip of my current scene with 2.56 you can see that after 5.30 hrs I should have over 7K samples instead of 1.9K according to the Ms/sec, if I've done my calculations right. Also it reports the same Ms/sec ratio for 800pixels than for 2000pixels square renders, which clearly is not.
Attachments
catedral wip2.jpg
windows 7 x64 | 2xGTX570 (warming up the planet 1ºC at a time) | i7 920 | 12GB
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matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Emissions don't work for me in this release. I opened a scene created in 2.55b and none of the emitters work. Even if I re-create an emitting material in 2.56, still nothing.

Did anyone else (on Linux) experience such behavior?
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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face
Octane Plugin Developer
Posts: 3204
Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

I wish me a little bit more consistency between similar nodes for the next release.

Emission sample:
emissions.gif
Kernel settings the same, on DL the rrprob value is on pos12, on PT on pos2.
I think there are still other places...

face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
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MattRM
Licensed Customer
Posts: 199
Joined: Wed Jan 27, 2010 6:06 pm
Location: Luxembourg
Contact:

Hi all,

I have some questions, first, is it possible in future release, to have something like "space bar" to pan in node editor ( like photoshop ) ? And other question, it will be possible to have multiples objects that can be render in same time, like connect two objects nodes and render the result ( and of course export multiple object from 3d host application ) ? It's will be easier also to combine *.ocs file to reuse easily objects already shaded in new scene.

Apart from that, this last version is great.

Matt
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