OctaneRender™ Standalone 1.15

A forum where development builds are posted for testing by the community.
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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.
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FrankPooleFloating
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Posts: 1669
Joined: Thu Nov 29, 2012 3:48 pm

I just tried the new bump... it gave me.. er.. goosebumps. Nice.
Last edited by FrankPooleFloating on Thu May 23, 2013 3:51 am, edited 1 time in total.
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gah5118
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Posts: 358
Joined: Thu Jun 02, 2011 4:25 pm

one problem that came up in 1.14

when material picking on an object it used to show you what is attached to the macro, so you didn't have to open the macro to edit it. now it shows the macro title but not its settings. so now you have to take the time to click into the macro. it slows down the workflow.

thanks!

Love the new features coming out!

one thing i would love to see in deep channel is object id. this way each object in the scene has its own color. currently i give each part a different material if needed for separation.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
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LudovicRouy
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Posts: 216
Joined: Sat Apr 03, 2010 5:05 pm
Location: FRANCE
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Great job guyzzzzz ! thanks
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merid888

thank you abstrax, i'll test
cheers :)
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roeland
OctaneRender Team
Posts: 1823
Joined: Wed Mar 09, 2011 10:09 pm

gah5118 wrote:one problem that came up in 1.14

when material picking on an object it used to show you what is attached to the macro, so you didn't have to open the macro to edit it. now it shows the macro title but not its settings. so now you have to take the time to click into the macro. it slows down the workflow.

thanks!

Love the new features coming out!

one thing i would love to see in deep channel is object id. this way each object in the scene has its own color. currently i give each part a different material if needed for separation.
We are working on a better system for macros. Currently it always shows the inputs of the macro. If there are a few settings which you frequently change you can connect them via an input node so they appear as macro inputs.

--
Roeland
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Refracty
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Joined: Wed Dec 01, 2010 6:42 pm
Location: 3D-Visualisierung Köln
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nice, so now we are close to the official 1.20 release I guess :)
Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

abstrax wrote: Improved bump/normal mapping for diffuse and glossy materials
Hem, what did you guys improved exactly? The normal maps are still broken! :(
Attachments
bad_normal_map.jpg
_pepis
Licensed Customer
Posts: 36
Joined: Tue Apr 06, 2010 2:17 pm

Hello,
When are you going to give us region render? It would be very helpful.
Besides it, octane is really great, and I am so happy I bought it few years ago for a good money! ;)

Keep updating!
Thanks,
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smicha
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Posts: 3151
Joined: Wed Sep 21, 2011 4:13 pm
Location: Warsaw, Poland

Thanks TEAM.
3090, Titan, Quadro, Xeon Scalable Supermicro, 768GB RAM; Sketchup Pro, Classical Architecture.
Custom alloy powder coated laser cut cases, Autodesk metal-sheet 3D modelling.
build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
mib2berlin
Licensed Customer
Posts: 1194
Joined: Wed Jan 27, 2010 7:18 pm
Location: Germany

Hi, thanks for the new RC but..

I cant deactivate and activate a GPU in Preferences without stuck with the performance of one card.
For example:
Deactivate GTX 550Ti for faster viewport, render only on GTX 560Ti.
Reactivate the GTX 550Ti but get only the performance from the GTX 560Ti.
I have to reload the scene to get the performance of the two cards back.
Is this regular or is it a bug?
It would be nice if somebody from Otoy team can answer this question.

Cheers, mib.
EDIT: This work with 1.11
Opensuse Leap 42.3/64 i5-3570K 16 GB
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Octane 3.08 Blender Octane
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