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Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Fri Jan 24, 2014 5:48 pm
by Ide
dafassi, you are welcome. :)

Same happened to me. The plugin was not activated by default for some reason.
If you or somebody know how to setup HDR image so that it can be rotated in X axis. I would appreciate some help.
I have the setup like in the image above.

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Fri Jan 24, 2014 10:02 pm
by JimStar
Ide wrote:Ok. I have tried the standalone octane render 1.28 and there is the Texture Environment > RGB Image (texture) changing the Transform Value (UV transform) > T.X value rotates the HDR image.

In blender Texture nodes there is a Transform node input in Octane Image Tex
Yes, and it is absolutely the same ideology - both Octane standalone and Blender plugin have Image Texture nodes that have "Transform" pin to which the Transform Node should be connected.
The only difference is the native capabilities of Blender itself - the software which you use and where you have never seen the nodes having other inlined complex value nodes right inside, without connecting them explicitly. Unlike Octane Standalone where the nodesystem and user interface of nodes is able to have inlined complex value nodes - it is the same as if you connect the Transform Node explicitly to e.g. "Transform" pin of Image Texture in Blender, just by default standalone nodes are able to have them inlined both in user interface and in underlying structure.

In Blender there are no means (at least in current versions) to have the complex values as default inlined values of node pins - neither in user interface nor in underlying structure. There is even no means to have just combo-box of some enumeration for not connected pins - you only can have plain integer "default value" control instead of convenient combo-box having textual items... So, unlike convenient "Border Mode" combo-box in standalone - you have just integer value in Blender nodes for this pin.
So, there is absolutely no native means in Blender to inline e.g. default complex structure (which consists of 9 simple values for rotation-scale-translation) as "default inlined node" of one not connected pin. You must explicitly connect this new Image Texture pin (which in last standalone versions is the replacement to previous simple numeric values inside Image Texture) to Transform Node to be able to change the values from default identity matrix. It is the same ideology as in last versions of standalone, you just have standard Blender node-graph system with Blender native means to work with connected nodes instead of standalone native means...

Something like this...;)

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Sat Jan 25, 2014 1:02 am
by vinz
sorry Jim, my english is pretty bad and i didn't understood everything you said previously.
The fact is that i still don't know how to rotate the hdr environnement map, because there isn't any transform node in the list to pin on the transform input of the image texture.

Do you mean that's not currently possible ? :oops:

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Sat Jan 25, 2014 3:15 am
by JimStar
vinz wrote:sorry Jim, my english is pretty bad and i didn't understood everything you said previously.
The fact is that i still don't know how to rotate the hdr environnement map, because there isn't any transform node in the list to pin on the transform input of the image texture.

Do you mean that's not currently possible ? :oops:
Ah, thank you, now I see one issue here - there is just no menu item present in "textures" node graph to add the Transform Node to connect it to this new pin of the image textures, there are only textures in menu...
I will add it in next version.

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Sat Jan 25, 2014 8:53 am
by enricocerica
It seems that with this version, if a texture path is not found the rendering stop which is very annoying. I'm using automatic material conversion and it may append that one material has a bad texture path. I would prefer to have a warning message but without stopping the rendering. Also this happens even for materials which are not used in the objects of the current scene (on a non active layer for instance), so I suspect that all the materials are transferred to the server, if so it may be better to only transfer the required materials which would be better for performances.

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Sat Jan 25, 2014 10:58 am
by aufwind
1. Scatter isn't working (doesn't render - inivsible)

2. Scale settings of texture nodes from older file versions are lost.

3. Please get rid off the dropdown field for the transform nodes.
It's annoying having to click on the button first to see the values.
One permanent input field for every value please.

4. Please increase the max. width of texture nodes in order to fully display texture names.

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Sat Jan 25, 2014 10:23 pm
by hdrmaps
I installed it on Win8 64bit and when I click in tray on Octane Server it shuts down instantly. Can't make it working. Any clue ?

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Sun Jan 26, 2014 11:05 am
by Ide
Thank you Jimstar for the answer. I was just wondering how I can rotate the HDR environment map in this version.

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Sun Jan 26, 2014 11:49 am
by mib2berlin
Hi hdrmaps, this the regular way to shutdown Octane Server.
Start Server, then start Blender Octane, log in first time.
Procedure is in manual:

http://render.otoy.com/manuals/Blender/

Cheers, mib.

Re: OctaneRender™ for Blender 1.27 - 3.1 beta Win [CURRENT]

Posted: Wed Jan 29, 2014 6:57 pm
by r-username
I'm still having an issue with rendering animations with the pano camera that match my frame.

I have a scene that is looking through the camera and it's framed 16:9, the actual blender/octane viewport is larger.

- If I use a perspective camera and render I get a 1280x720 file that matches my framed camera (good)

- If I use a pano camera, I get a 1280x720 file of the entire viewport that has been scaled to fit 1280x720. This does not match my framed camera. (not good)


It would seem blender/octane is rendering the entire viewport and in the case of perspective cameras it's croping the viewport render (ok) and in the case of pano cameras its scaling the viewport render.

cheers,
S