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Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Tue Oct 08, 2013 11:24 pm
by JimStar
dafassi wrote:I found out, that an actual material/node setup will be deleted when changing the material type iE from "diffuse" to "specular" or anything else.
That means, switching between different "surface-settings" is not possible without loosing the actual material setup.
How to reproduce:
Make a new matrial. IE a diffuse.
Add a texture node to the nodesetup and connect it to Diffusechanel from the diffuse Mat (or anywhere).
Now go to the Surface-windows and change Diffuse Mat in the dropdown to specular.
Now you see, that the texture node will be automaticly deleted.
Switching back to diffuse doesnt give me the textur back.
The good way would be to be able to switch between different surface settings.
You will have the same in Cycles nodes. It is just matter of socket name: if you switch to node which
does not have the socket named the same as to which is your another node connected - this another node will be deleted. This is a workaround of ambiguity: we don't know to which socket to connect the previously connected node, as the socket having another name may have absolutely differrent semantics...
This is not Octane's behavior - this algorythm is coded inside Blender node system. I could improve it - but this work would be not bound to Octane plugin, and Otoy can not spend too much resources to improve Blender itself... So, it should be changed in the Blender trunk itself...
dafassi wrote:By the way: Last try using animated textures did work - just the rendered preview windows doesnt actualize by it self whil changing the frame number ... did you do something or did i make a mistake o.O

I just have not paid too much attention to this, so it may work, but so far I do not guarantee that it will work.

Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Tue Oct 08, 2013 11:29 pm
by Toast
How did you get animated textures to work? What format did you use? Image sequences don't work for me and movie files get me a "File Format Error" and OctaneServer terminates (with Linux).
Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Wed Oct 09, 2013 2:25 am
by JulianLife
Hey all, Does anyone know if the new plugin currently does or at some point will recognize particles or particle hair created in blender?
Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Wed Oct 09, 2013 3:14 am
by JimStar
JulianLife wrote:Hey all, Does anyone know if the new plugin currently does or at some point will recognize particles or particle hair created in blender?
Sorry, I'm not a cool 3D-artist, so it's what even the
programmer can do in a minute.

I think artists here are able to show something better...
But you should understand, that Octane engine so far does not support the native hairs, as Cycles does. So, so far you can do it only using Blender particles.
Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Wed Oct 09, 2013 4:26 am
by evo
hi everyone, i don't know if i've get this wrong. I don't purchase the blender plugin yet, but in this topic i was able to download the blender patched version and the server. Anyway i've installed both and run the server, but when i run the blender for octane version it seems to run the normal version, indeed i don't see octane in the engines list. I'm i do something wrong? Are those downloadable file supposed to try the plugin?
Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Wed Oct 09, 2013 4:59 am
by FooZe
Hi Evo,
You will need to enable the module.
Take a look at the bottom of here:
http://render.otoy.com/manuals/Blender/?page_id=22
Thanks
Chris.
Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Wed Oct 09, 2013 5:05 am
by JimStar
You can't try this version. It is not the demo, so you'll need the license key to use it.
Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Wed Oct 09, 2013 5:59 am
by dafassi
JimStar wrote:
You will have the same in Cycles nodes. It is just matter of socket name: if you switch to node which does not have the socket named the same as to which is your another node connected - this another node will be deleted. This is a workaround of ambiguity: we don't know to which socket to connect the previously connected node, as the socket having another name may have absolutely differrent semantics...
This is not Octane's behavior - this algorythm is coded inside Blender node system. I could improve it - but this work would be not bound to Octane plugin, and Otoy can not spend too much resources to improve Blender itself... So, it should be changed in the Blender trunk itself...
I didn´t know that ... interesting!
You should not spend too much time in improving Blender generaly.
Is it possible to add a save-option for node setups ... something working together with der DB?
JimStar wrote:
I just have not paid too much attention to this, so it may work, but so far I do not guarantee that it will work.

Very great - thank you! Seems to work, except the actualization of the live-preview

.
Toast wrote:
How did you get animated textures to work? What format did you use? Image sequences don't work for me and movie files get me a "File Format Error" and OctaneServer terminates (with Linux).
I got it working using PNG-Sequences (im on Windows 7).
Just use the Octane Texture Node, load the 1st seq-image and config it to sequence.
Dont forget to set the max frames

AVI made the same problems.
Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Wed Oct 09, 2013 12:41 pm
by megacal
Almost missed this little gem in the last cycle thread just before we warped again!
ephdot wrote:
Regarding the number of samples, I opened Blender, changed them to what I want for a default and told it to save the startup file. It loads my default values each time Blender starts.
Thanks! An easy fix. It works.

Re: OctaneRender™ for Blender 1.20.2 - 2.4 beta Win [CURRENT
Posted: Thu Oct 10, 2013 10:05 pm
by dafassi
Hi!
Could someone explain how to set a diffuse material to emit light in its textures colors?
iE, take an image of a rainbow. Use it as texture for a diffuse material.
How can i make it emit with its texture and lighten objects with that?