Yes indeed, the sets having invalid triangulation must be just skipped, not stopping the render of other parts of the scene, it was just the little bug.
OctaneRender® for Maya® beta 2.58f [OBSOLETE]
Moderator: JimStar
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Yes indeed, the sets having invalid triangulation must be just skipped, not stopping the render of other parts of the scene, it was just the little bug.
I've just fixed it and in the next version all will be OK with it. I even some improved the warning message - it will not only show the index of the invalid set but the name of the set too.
Yes indeed, the sets having invalid triangulation must be just skipped, not stopping the render of other parts of the scene, it was just the little bug.
Jim, it was just a simple question; no offense or judgment about your experience and skills that I certainly don't have.
Didn't want to waste your time as you should guess
I did guess also for a long time that you're not missing character and temperament (it's a kinda frenchy speaking, wish I'll be right understood).
Anyway, some 'hack'/workaround of yours would be great when it comes about the smoothMesh right in octane.
But, we can live without them, especially cause we can do generate smoothing for those in pre-render mel script and get the max vram as we can batchrender!
So, to me instancing seems the next priority.
F
Didn't want to waste your time as you should guess
Anyway, some 'hack'/workaround of yours would be great when it comes about the smoothMesh right in octane.
But, we can live without them, especially cause we can do generate smoothing for those in pre-render mel script and get the max vram as we can batchrender!
So, to me instancing seems the next priority.
F
Win XP x64 | Q6600 2.40GHz | 8Go | GTX470 1.28Go // Win 7 x64 | I7 Q740 1.73Ghz | 6Go | GTX460m 1.5Go
As it is the one that does not depend on me (I need the new SDK for instance support coding) - I will code mesh smoothing instead if SDK with instance support will be not ready (at the moment I finish all other high priority things)...tchoa wrote:So, to me instancing seems the next priority.
Anyway it will take not so long time as I'm working quickly enough...
- Slimshader

- Posts: 92
- Joined: Fri Sep 03, 2010 2:17 am
- Location: Canada
The octane lights with IES files work perfectly now.
Adding it to the shelf is nice too.
Looking forward to seeing what new things you add to the plugin!
One thing I've noticed though is that the render restarts every time I select or tweak the octane sun/sky node in the hypershade / attribute editor.
Adding it to the shelf is nice too.
Looking forward to seeing what new things you add to the plugin!
One thing I've noticed though is that the render restarts every time I select or tweak the octane sun/sky node in the hypershade / attribute editor.
I will check it, thank you for reporting!Slimshader wrote:One thing I've noticed though is that the render restarts every time I select or tweak the octane sun/sky node in the hypershade / attribute editor.

Now I'm working at finishing all the "batch" and "command line" stuff... After it LiveDB will be added.Slimshader wrote:Looking forward to seeing what new things you add to the plugin!
- Slimshader

- Posts: 92
- Joined: Fri Sep 03, 2010 2:17 am
- Location: Canada
Sounds great!
I've also noticed that the renderer restarts when I change settings in the octaneBlackBodyEmission node as well when they're selected in the hypershade.
I've also noticed that the renderer restarts when I change settings in the octaneBlackBodyEmission node as well when they're selected in the hypershade.
In next version I did some big rework (for better "batch" and "command" support), so chek it please - if you will still encounter the same issues, write about it please in the 2.58g thread too.Slimshader wrote:Sounds great!
I've also noticed that the renderer restarts when I change settings in the octaneBlackBodyEmission node as well when they're selected in the hypershade.
