OctaneRender® 1.025 beta2.57 release [obsolete]

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PeterCGS
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Joined: Tue Apr 13, 2010 2:36 pm

I got to ask because Im super bored today... When can we download 2.58? Or even better... 2.60? :) You been quiet for long time, almost a month. And something really cool must have happened during that time right? When do we see support for other host apps other than Max? Oooh my.. Waiting for Kepler and 2.60 is torture... Tooortuuuuree!! :twisted:
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ROUBAL
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Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
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I agree that it is a big torture. As I said in an other post, I stopped my big winter landscape project because Instances were announced for soon, but I fear that my winter scene will be done in summer at best ! And for the animation plugin for Blender, it appears that we'll have few chance of getting an official version...

Any information about progress would be welcome. :roll:
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.
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vagos21
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Joined: Wed Apr 07, 2010 4:51 pm

Well yes it's getting pretty annoying this time... we've also waited for a demo of this max plugin since the beginning of it, and it's still not available, i'm not sure i wanna buy it before i try it like i did with octane standalone since the way it evolves has become so slow...
so any rough timeline about the 2.58 or a demo version?
mirobimbo
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Posts: 108
Joined: Tue Dec 21, 2010 10:43 pm
Location: Slovakia

I think, the development is much more slower, since Abstrax has left company.
Sorry my English.
Draydin_r
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Posts: 154
Joined: Fri May 13, 2011 2:34 am

I would advise a try before you buy for the plugin. If they come out with a demo i mean. I've had nothing but issues after I installed the plugin, though it seems to be just me :P

Still wait for some help regarding that :(
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pixelrush
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Posts: 1618
Joined: Mon Jan 11, 2010 7:11 pm
Location: Nelson, New Zealand

I think Refractive will be very busy guys ATM.
They have new features to develop, bugs to fix and new cuda versions and hardware coming out.
They have builds to do for Linux, Mac and Windows.
They have plugins, betas and demos to make, documentation to write, promotional videos and advertising to do.
They have competitions to judge, new customers to process, forums to read and answer...... :roll:
Also perhaps they have a private life and possibly a headache :arrow: :? :x
Be patient young grasshopper :ugeek:
Last edited by pixelrush on Sat Feb 11, 2012 8:00 pm, edited 1 time in total.
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Octane v1.55
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

Draydin_r wrote:Still wait for some help regarding that :(
... by the way, did you check the scene scale, like gabrielefx suggested?
The obvious is that which is never seen until someone expresses it simply

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Draydin_r
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Yup, it didn't seem to make a difference. I'll double check and shrink it down. But scale didn't seem to be an issue, it happens at almost any size.
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t_3
Posts: 2871
Joined: Tue Jul 05, 2011 5:37 pm

Draydin_r wrote:Yup, it didn't seem to make a difference. I'll double check and shrink it down. But scale didn't seem to be an issue, it happens at almost any size.
imo, if the scale is part of the problem (or already the whole problem), it was already to much scaled down; as i don't use the max plug, i don't know how the base units have to be set to end up with the right scale; but imagine a scene where a room, which should be 2x2x2 meters in real live, is only, let's say, 2x2x2 centimeters. if you now place the same 100 watt emitter in this microscopic room...

i did a test with c4d and octane standalone; a 2x2x2m object and a 50cm sphere with a default blackbody emitter (100w, 0.025 distribution factor):
ltest1.jpg
and the same scene, but exported with the wrong base unit, so the objects are only 2x2x2cm and 0.5cm:
ltest2.jpg
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The obvious is that which is never seen until someone expresses it simply

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Draydin_r
Licensed Customer
Posts: 154
Joined: Fri May 13, 2011 2:34 am

Sadly, the max plugin isn't reacting anything like the main program on my end.

the problem seems to be almost separate from the lighting, as though the ambient occlusion isn't being multiplied in some fashion, as it seems to only be happening where the objects occlude each other. It's frustrating that this is only happening to me...

The examples posted are at 100 percent and one at 500 percent or so. The scale change is even enough to make the light source almost disappear, the problem persists identically.

Could there be some reason that the software would be working for me when the main program is working perfectly? Perhaps some software corruption during download? (if so it's happening to both the 2.56 and 2.57 versions of the plugin)

But I would like to thank gabrielefx and yourself t_3. It is nice that the I am getting some response :), If some of the dev team to chime in on this and make some suggestions for me to try and help me nail this sucker down, that would be awesome too :P
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