OctaneRender® 1.025 beta2.58b test release [Obsolete]
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
C V!
Thanks for the update guys. Can't wait to test it.
+1 for getting rid of the system modal dialogs as octane loads a scene.
+1 for getting rid of the system modal dialogs as octane loads a scene.
AMD-1100T 6 core, GTX-590 & GTX-480 1.5GB, 16GB 1600MHz RAM, 1TB WD 6GB/s, Win7 64bit, Blender 2.68a for Octane 2.2, Octane 1.20, Blender/Octane Server 2.2
Why no Kepler compatibility?
Probably because Kepler is cuda 4.2 and aside from the extra work updating the code (there is a considerable difference in gpu architectures so its no trivial task) I understand using cuda 4.1 or 4.2 has a performance hit with pre Kepler cards ie. non Kepler owners would be penalised. Coupled with the disappointing performance of Kepler series so far for gpu computing and only a small minority of users owning them I don't think its a priority for Refractive ATM and I would agree with that. Better to press ahead and finish v1 features and then see how things are at that time. Kepler Tesla are due to be revealed soon but its a still going to be a while before they will be available, same with Quadros and more Geforce variants.
If Refractive/Otoy try to cover every hardware and software variation immediately they won't be making any progress with the base features and updating the plugins. Same story if they had to cover ATI cards/openCL as well.
There is a recent trial Kepler test build here if you are desperate. Maybe they will update that in a while. I think Roeland was kind enough to put some extra hours in to get the trial out originally so its up to him if/when he has time and inclination I suppose.
If Refractive/Otoy try to cover every hardware and software variation immediately they won't be making any progress with the base features and updating the plugins. Same story if they had to cover ATI cards/openCL as well.
There is a recent trial Kepler test build here if you are desperate. Maybe they will update that in a while. I think Roeland was kind enough to put some extra hours in to get the trial out originally so its up to him if/when he has time and inclination I suppose.

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
On the load/voxelise progress popups, I can see how this would be annoying for animations however I think it is valuable for the user to know what's going on particularly if the scene is large enough to page to disk. Perhaps the progress can be incorporated in the main window toolbar at the top instead, or better yet be put where the render progress is displayed, so initially it shows the load/voxel progress and then it shows render progress. Maybe the colour of the bar changes from octane blue to green for the different phases or something.
just an idea
I did ask at one time if these areas could be made a slightly bigger for easier reading of the numbers for people like myself whose eyesight is not so good . It could be all made to look quite sexy still. A revision might manage to do both things. Still its not urgent..... 



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
A --quiet mode should not show anything that steals your window (and mind
) focus. All the info & non critical events should go in the stdout, so you can read it in the console if you want. It's possible to show progress in text form without using graphic dialogs.
Perhaps two modes should be set; one that uses graphical tools for people who are not used to work with the console and another where all the feedback is written in stdout/stderr and no pop-ups are thrown at you?

Perhaps two modes should be set; one that uses graphical tools for people who are not used to work with the console and another where all the feedback is written in stdout/stderr and no pop-ups are thrown at you?
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
cgmo.net
or two way, as it is for static render and an hidden one for animation. i agree with you that in animation is annoying and distracting but, as pixelrush has pointed out, it's confortable, expecially with big static scenes, to look at what's going on... it helped me a lot of times
as a side note for roeland, in the osx version is not possible to create a new material macro node without octane crash, every other material nodes works
ciao beppe

as a side note for roeland, in the osx version is not possible to create a new material macro node without octane crash, every other material nodes works

ciao beppe
ctrl+left mouse buton (on a right handed mouse) allows you to extend the selection of nodes, which can also be useful I think. Dragging with the right mouse button should not bring up the context menu.matej wrote:Nice to see small periodical updates!
btw, the GE panning control should not have any other functionality than panning. Currently the middle mouse pans, but also moves nodes & connections, so you can accidentally trigger render re-start instead. Left mouse brings up the context menu, so it's also not appropriate for panning. For consistency, the GE panning control should be the same as the one for the image - Ctrl+Right mouse with the default control scheme. This combination should not do anything else in GE.
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Roeland