OctaneRender™ Standalone 1.25
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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.
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.
I can't get materials to work with alembic, but you can access the cube shapes if you click on the small wrench symbol in the alembic node. Uncheck the "merge materials with the same name". That should bring up the inputs.lixai wrote:Hello,
when i'm exporting a scene with alembic from Maya 2014, i'm missing material slots. Is there something i'm missing when exporting or importing ?
here is an image showing 3 materials in maya, and only one in octane i guess this is not a version relatet thing, i didn't use standalone in a while.
Just wanted to see how ne features ar working.
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Hi,j7th wrote:Lua API Browser crash
http://abushinov.com/files/OctaneRender ... Crash_.mp4
We'll look into it. Thanks for the video, it makes understanding a lot easier!
cheers,
Thomas
hi,
little issue with lua script and os x, if you launch a script with interface, the lua window stays always behind the octane window and it seems that nothing happen. it's necessary to click somewhere for revealing the lua window with an error sound or expose all the windows and choosing the lua one.
not a big deal but i think should be easy to fix
ciao beppe
little issue with lua script and os x, if you launch a script with interface, the lua window stays always behind the octane window and it seems that nothing happen. it's necessary to click somewhere for revealing the lua window with an error sound or expose all the windows and choosing the lua one.
not a big deal but i think should be easy to fix

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We only include the updated documentation with the final release, these are just release candidates.rik25 wrote:Where can we find the new documentation, please ?
cheers,
Thomas
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Oops, I thought we already fixed this, I guess not. We will look into it again.bepeg4d wrote:hi,
little issue with lua script and os x, if you launch a script with interface, the lua window stays always behind the octane window and it seems that nothing happen. it's necessary to click somewhere for revealing the lua window with an error sound or expose all the windows and choosing the lua one.
not a big deal but i think should be easy to fixciao beppe
cheers,
Thomas
what exactly are the camera out and camera in nodes for? for that matter all of the in/out...
the problem i am having or the way i am trying to use them; and there may be another node for this that i dont know about; is much like a material macro. when you open it you have your nodes in it, but on the main scene tab you only see the one. i would like to do this with cameras... this way all render targets would connect to the one camera node, then to change the camera i would do that within the macro; just like if you wanted to change a material, just reconnect 1 inside the macro rather than in my case 3 connections every time i update a camera.
would it be possible to have an "adaptive macro"? in other words, its universal and adapts to whatever you use inside it..... so instead of needing a material macro this can replace it but it wouldnt be limited to materials. it would adapt its output/input type to whatever is being interfaced with it. so if you opened it and used a camera to the macro then it would adopt that input/output in the scene tab. likewise if it were any other node.
the problem i am having or the way i am trying to use them; and there may be another node for this that i dont know about; is much like a material macro. when you open it you have your nodes in it, but on the main scene tab you only see the one. i would like to do this with cameras... this way all render targets would connect to the one camera node, then to change the camera i would do that within the macro; just like if you wanted to change a material, just reconnect 1 inside the macro rather than in my case 3 connections every time i update a camera.
would it be possible to have an "adaptive macro"? in other words, its universal and adapts to whatever you use inside it..... so instead of needing a material macro this can replace it but it wouldnt be limited to materials. it would adapt its output/input type to whatever is being interfaced with it. so if you opened it and used a camera to the macro then it would adopt that input/output in the scene tab. likewise if it were any other node.
Windows 8.1 | i7 950 | GTX 780ti | 24gb ddr3
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Hi there,gah5118 wrote:what exactly are the camera out and camera in nodes for? for that matter all of the in/out...
the problem i am having or the way i am trying to use them; and there may be another node for this that i dont know about; is much like a material macro. when you open it you have your nodes in it, but on the main scene tab you only see the one. i would like to do this with cameras... this way all render targets would connect to the one camera node, then to change the camera i would do that within the macro; just like if you wanted to change a material, just reconnect 1 inside the macro rather than in my case 3 connections every time i update a camera.
would it be possible to have an "adaptive macro"? in other words, its universal and adapts to whatever you use inside it..... so instead of needing a material macro this can replace it but it wouldnt be limited to materials. it would adapt its output/input type to whatever is being interfaced with it. so if you opened it and used a camera to the macro then it would adopt that input/output in the scene tab. likewise if it were any other node.
The magic in/out nodes are called linker nodes. The in nodes take input from outside a nodegraph (nodegroup) and links it into the node graph. The out nodes take something from within the graph to the outside. They just "link" through connections from inside to outside and vica-versa.
You would need to create a graph and create 3 camera outputs inside it and connect them to the cameras:
The new graphs are a generalized version of the old macros. You can feed in and feed out any node type you want. You can create new graphs by hand or you can select a group of nodes and do right click and select group.
I hope this makes things clear.
cheers,
Thomas