OctaneRender™ Standalone 1.22

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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Hey guys, thanks for your work.

One thing regarding Lua scripting. It would be possible to log script error & std output to the system console too? The octane internal editor is nice, but I prefer to use an external editor.

Basically, I'm asking if this workflow is possible: edit script in external editor -> reload the script in the Script octane menu -> run it from the Script menu -> see (possible error) output in the system console from where Octane was started

Alternatively:

* add a reload button in the script editor for faster reloading of the current file
* dockable script editor with API browser as a tab? Working with three different windows (if you have also the API browser opened) is a bit awkward.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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radiant
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Sorry for a basic question,
but what is the difference between, lets say a normal "bool" value node and a "bool in/out" node.

Also,
can we have some basics examples of some lua scripts that work with octane,
just so we know how to start and end the script or if there is any ";" equivalents we need to know (programming noob :oops: )
Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
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radiant
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With Lua can it be possible to have such a script like this?
I have been dreaming of a function like this but since it is a personal request, a script like this would be a dream:
So is it possible?

Load Master Loader script

==GUI==

Load mesh = load the mesh

//Lists the obj with all material names stacked with four check boxes next to them presenting:
Diffuse, Glossy, Specular, Mix, Portal


OBJ filename

Materials :

Floor: [D][G][M][P]
Chair: [D][G][M][P]
Room_Wals: [D][G][M][P]

//With a check box at the end of the materials to be checked off if they want the chosen materials to have the material properties nodes shown.
Check for individual node properties [x]

//And with another check box for each of the material names to be checked for grouping
Check for grouping [x]

//All check boxes will be checked and then the user will click on “Load” and the script works its magic
Load
Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
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matej
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Location: Slovenia

radiant wrote: can we have some basics examples of some lua scripts that work with octane,
Subforum for Lua scripting (tutorials)
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
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mikinik
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roeland wrote:The time line only pops up when a file containing an animation is loaded.
aptoverde wrote:but now in octane 1.22 gives an error loading the alembic file
Are there any error messages in the log?

We can have a look at some alembic files from various 3D applications to see how materials are exported.

--
Roeland

I have the same error.
if export goes with such settings as on the attached picture, octane reports an error:
"UV list size mismatch
Parsing of mesh failed: /Line67/Line67Shape
error reading Alembic mesh from C:\OctaneRender_1_22_win64\alembic_test.abc:/Line67/Line67Shape"
in octane 1.21 this error doesn't exist

if the remove checkbox UVs, in octane geometry imported normally, but with the wrong scale.
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MattRM
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Great as usual !!!

Thanks !!!
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whersmy
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On we go! You guys rock.
Octane 2022.1.1 nv535.98

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Octane Render experiments - ♩ ♪ ♫ ♬
arh-osa
Licensed Customer
Posts: 41
Joined: Sun Jun 03, 2012 11:07 am
Location: Russia

Thanks!
Color linearization now works great! :)
But there's one more issue in a material picker (in both 1.21 and 1.22). It grabs a pixel at the center of the cursor, not at the pipette tip. :?
SketchUp Pro 8/ Maya 2012 / W7 64bit / Intel i7 870 / 8GB / 2*GeForce gtx 680 4GB
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stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

matej wrote:Hey guys, thanks for your work.

One thing regarding Lua scripting. It would be possible to log script error & std output to the system console too? The octane internal editor is nice, but I prefer to use an external editor.

Basically, I'm asking if this workflow is possible: edit script in external editor -> reload the script in the Script octane menu -> run it from the Script menu -> see (possible error) output in the system console from where Octane was started

Alternatively:

* add a reload button in the script editor for faster reloading of the current file
* dockable script editor with API browser as a tab? Working with three different windows (if you have also the API browser opened) is a bit awkward.
Hi matej,

When a script is executed from the menu, the output is redirected to the log. You could force Octane to log to stdout. Just create a file octane_log_flags.txt in the directory where the binary is and write in it the single line logToStdout. If you start Octane from the console, you should see the log output printed to stdout (I know this works on Linux, not sure if it works from a DOS box on Windows).

BTW, you could run your script directly from the console ./octane --script ~/dev/myscript.lua. Octane starts, executes your script and stops again. The downside is that you need to start Octane every time. It's usefull when integrating Octane in some pipeline.

When can reinstate the new button. We had it because I like to code in an external editor as well but I removed it again because I tought it was only usefull for me ;)

cheers,
Thomas
User avatar
stratified
OctaneRender Team
Posts: 945
Joined: Wed Aug 15, 2012 6:32 am
Location: Auckland, New Zealand

radiant wrote:With Lua can it be possible to have such a script like this?
I have been dreaming of a function like this but since it is a personal request, a script like this would be a dream:
So is it possible?

Load Master Loader script

==GUI==

Load mesh = load the mesh

//Lists the obj with all material names stacked with four check boxes next to them presenting:
Diffuse, Glossy, Specular, Mix, Portal


OBJ filename

Materials :

Floor: [D][G][M][P]
Chair: [D][G][M][P]
Room_Wals: [D][G][M][P]

//With a check box at the end of the materials to be checked off if they want the chosen materials to have the material properties nodes shown.
Check for individual node properties [x]

//And with another check box for each of the material names to be checked for grouping
Check for grouping [x]

//All check boxes will be checked and then the user will click on “Load” and the script works its magic
Load


Hi radiant,

Yep, this is possible in Lua. Lua makes dreams come true ;)

cheers,
Thomas
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