OctaneRender® 1.025 b2.56 Test release [obsolete]

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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

a minor problem i noticed in the last update:
sometimes after re-opening a scene misc floats (even if typed in) change in the last decimal place; i.e. 2.5000000 gets 2.4999999; seems to happen with position floats only. and also the position of some _nodes_ in the node graph editor change (so that they are i.e. 1 pixel below or above the last saved position). not really a big problem, but didn't happen before...
The obvious is that which is never seen until someone expresses it simply

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Q-Games
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Thanks a lot guys, keep up the good work, you are the best! 8-)
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ephdot
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Posts: 51
Joined: Tue May 03, 2011 12:59 am
Location: NJ, USA

I'm seeing something odd with this version that i was not seeing in 2.55. I have a scene that I have configured to use PMC. When I open the file it appears to be a roll of the dice whether my model will show up. Sometimes as it loads i'll see the model and then it starts to fade, then it will start to recover, and fade again. This pattern continues for several iterations until it disappears completely. When it fades away for good, the number of passes takes off and is at about 5000 in several seconds. When this occurs, the model will sometimes appear again if I tweak a setting, material, etc.

It's not a huge problem, but I figured it may be useful to the developers.
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PeterCGS
Licensed Customer
Posts: 437
Joined: Tue Apr 13, 2010 2:36 pm

matej wrote: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?
I cant get any emission to work either. I only see them working on the material preview, but in the scene its all black. Tried PMC, direct and Pathtracing and nothing. And blackbody/texture emission etc is all black.
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gabrielefx
Licensed Customer
Posts: 1701
Joined: Wed Sep 28, 2011 2:00 pm

t_3 wrote:a minor problem i noticed in the last update:
sometimes after re-opening a scene misc floats (even if typed in) change in the last decimal place; i.e. 2.5000000 gets 2.4999999; seems to happen with position floats only. and also the position of some _nodes_ in the node graph editor change (so that they are i.e. 1 pixel below or above the last saved position). not really a big problem, but didn't happen before...
too much floating point numbers, too much precision for 3d artists.
Octane should cut the numbers that we see in the GUI. We don't handle atoms
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

gabrielefx wrote:
t_3 wrote:Octane should cut the numbers that we see in the GUI. We don't handle atoms
... in fact we handle photons :D
The obvious is that which is never seen until someone expresses it simply

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face
Octane Plugin Developer
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Joined: Sat Mar 06, 2010 2:10 pm
Location: Germany

On a MentalRay archmat or similar, no one was thinking to cut some values.

face
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

bepeg4d wrote:thanks rs-team for the new update, i downloaded the mac version but it seems to be a problem if you don't have a 3dconnexion mouse:
-----------
Dyld Error Message:
Library not loaded: /Library/Frameworks/3DconnexionClient.framework/Versions/A/3DconnexionClient
Referenced from: /Applications/OctaneRender_TEST_1025_beta256_osx_32/octane.app/Contents/MacOS/octane
Reason: image not found
-----------
ciao beppe
The executable was indeed not properly linked to the 3Dconnexion framework, we have updated the download for Mac OS. It should now start with or without the driver installed.
MacOS X: 32-bit (updated—fixed linking problem)
--
Roeland
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Can we have this little improvement in the future release;

* the option to box select a group of nodes (which constitute one logical material) and save them together into an .ocm
* since they are selected, we could move them around together, not just one node at a time
* right click -> import nodes at cursor location (instead of global coordinates at which the nodes were saved into ocm)
* we would really need the option to save an .ocm without embedding textures. Saving 4k / 8k textures uncompressed is so damn wasteful without reason, and brings the problem of unacceptably long saving times for .ocs projects when you have imported nodes with embedded textures.
boxselect.jpg
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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