OctaneRender® 1.025 beta2.57 release [obsolete]
- liquid orange

- Posts: 54
- Joined: Sat Dec 11, 2010 11:43 pm
Great
Today is my 30th Birthday. Thank you for this present guys 
Hardware: Nvidia GTS 450, core 2 quad q6600, 8 GB Ram
Software: Win 7 64, Blender 2.65, OctaneV1.0 RC3
Software: Win 7 64, Blender 2.65, OctaneV1.0 RC3
congratsliquid orange wrote:GreatToday is my 30th Birthday. Thank you for this present guys
„The obvious is that which is never seen until someone expresses it simply ‟
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
1x i7 2600K @5.0 (Asrock Z77), 16GB, 2x Asus GTX Titan 6GB @1200/3100/6200
2x i7 2600K @4.5 (P8Z68 -V P), 12GB, 1x EVGA GTX 580 3GB @0900/2200/4400
Thanks for the new beta guys.
Octane is coming along very well
Really looking forward to seeing 2.58.

Edit: z depth > its a bit inconvenient to have to go to camera/exposure to change the reference depth. could there not be a <-Z-> slider in the deep channel kernel panel instead? perhaps with scale of distance away from camera plane...
also if you then want to jump back to usual rendering the exposure setting is off now...dunno just thinking about the practicality of it
Edit2: preferences/default/colour picker setting doesnt seem to be saved with 'save as default'.
Probably should be done differently - title = 'Material colour picker' rather than 'Save' and options be a drop down box for 'Colour space' = 'Linear' or 'sRGB' rather than a tick box.
yeah I know I'm being a pain
Octane is coming along very well
Really looking forward to seeing 2.58.
Edit: z depth > its a bit inconvenient to have to go to camera/exposure to change the reference depth. could there not be a <-Z-> slider in the deep channel kernel panel instead? perhaps with scale of distance away from camera plane...
also if you then want to jump back to usual rendering the exposure setting is off now...dunno just thinking about the practicality of it
Edit2: preferences/default/colour picker setting doesnt seem to be saved with 'save as default'.
Probably should be done differently - title = 'Material colour picker' rather than 'Save' and options be a drop down box for 'Colour space' = 'Linear' or 'sRGB' rather than a tick box.
yeah I know I'm being a pain
i7-3820 @4.3Ghz | 24gb | Win7pro-64
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
GTS 250 display + 2 x GTX 780 cuda| driver 331.65
Octane v1.55
Pass is very cool. But for full happy need specular and diffuse (:
My english is bad. Sorry D:
Dual Core E6700 3.2Ghz | GTX 580 | 4gb ram | Win7 64 |
Dual Core E6700 3.2Ghz | GTX 580 | 4gb ram | Win7 64 |
Um, some sort of layers. Great news!
http://www.visnevskis.com
Vista64/Ubuntu, GTX470/580
Vista64/Ubuntu, GTX470/580
This is not practical with unbiased render engines, and is not needed, provided you update your workflow...Hatak wrote:Pass is very cool. But for full happy need specular and diffuse (:
I have had contact with quite a few small to medium studios who are using unbiased rendering with new workflows which depend on making the materials physically correct in the first place, so post production mixing of specular, diffuse, glossy, etc... Is not required anymore.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Mixing all the passes again would make unbiased rendering obsolete...I think is the good thing that you can do it physically correct now. 
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
wonderfull.
By the way...zdepth pass seems produce a lot of white noise like fireflyes...and i've also a question.
Zdepth pass is affected bye the value of normal focus effect of the camera...but normally i use that pass to make the same effect...i guess that i need to set to 0 the aperture value in thin camera node...right?
By the way...zdepth pass seems produce a lot of white noise like fireflyes...and i've also a question.
Zdepth pass is affected bye the value of normal focus effect of the camera...but normally i use that pass to make the same effect...i guess that i need to set to 0 the aperture value in thin camera node...right?
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Intel Core i7 920 @ 2.67GHz, 6.00 GB, 896 MBGeForce GTX 260 (x2), Windows
RIBS_stairs
http://www.refractivesoftware.com/forum ... =5&t=17973
RIBS_stairs
http://www.refractivesoftware.com/forum ... =5&t=17973
- MaTtY631990

- Posts: 754
- Joined: Thu Apr 08, 2010 8:38 pm
Enable the alphachannel option to eliminate those fireflies.
- ribrahomedesign

- Posts: 415
- Joined: Fri Mar 05, 2010 9:32 am
hi octane team.
with the new release i have lots of crashes , seems to be less stable then preview versions.
everytime i change from a high resolution to a lower resolution octane crashes
everytime i switch one gpu on or off octane crashes
often when i save a scene to exit octane with a high resolution octane crashes . ??
by the way , a dumm question what is the deep channel kernel good for ?
thanks
Rico
with the new release i have lots of crashes , seems to be less stable then preview versions.
everytime i change from a high resolution to a lower resolution octane crashes
everytime i switch one gpu on or off octane crashes
often when i save a scene to exit octane with a high resolution octane crashes . ??
by the way , a dumm question what is the deep channel kernel good for ?
thanks
Rico
Windows 7 , 64 b / GTX 590 / Archicad 15 , 64 b / Cinema 4D R 13 studio , 64b /Intel(R)Core(TM)Extreme3,20Ghz /always latest Octane.