OctaneRender™ Standalone 1.32

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Elvissuperstar007
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camera settings appear in the future? Alembic
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Eznit
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Thank You :D
Rikk The Gaijin
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Elvissuperstar007 wrote:camera settings appear in the future? Alembic
Yeah I also would like to be able to access the camera settings of the Alembic file... :?

Btw, I didn't get any reply in the previous thread, so I post again:
The Mix Texture node in the normal map slot seems to not work.

Image
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roeland
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That's a limitation of a normal map, it only works if you have an RGB image directly connected to the input.

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Roeland
Rikk The Gaijin
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roeland wrote:That's a limitation of a normal map, it only works if you have an RGB image directly connected to the input.

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Roeland
Any chance that can be fixed in the future? The script you wrote me to blend the textures is worthless if I cannot blend the normal map... :(
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smicha
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Great update. Thank you.
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smicha
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Guys,

I've just tested texture environment with an exr image and it is not working. The background is still gray and there is information that 0/10 HDR RGD images are loaded.

The tested EXR is
http://hdrmaps.com/hdri-skies/hdri-sky-040
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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
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roeland
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If you select the environment, does Octane show a resolution and image type below the file name?

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Roeland
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smicha
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roeland wrote:If you select the environment, does Octane show a resolution and image type below the file name?

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Roeland
It says:

19179x9860 pixels, 96 bpp RGB HDR, 3037804 KB
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abstrax
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funk wrote:Guys I'm doing some tests comparing 1.20 to 1.32 and there are some problems with image saving to EXR. When I save an EXR untonemapped in 1.20 it looks fine in my image viewer and photoshop. If I save EXR untonemapped in 1.32 its very dark!

After some testing I see that untonemapped EXR now burns in exposure/f-stop/ISO (but not gamma). Previous versions didnt do this. It also seems to be burning in a 1/2.2 gamma by default

So:
1.20 ignores exposure/f-stop/ISO/gamma
1.32 burns in exposure/f-stop/ISO (and some custom gamma)
I didn't check 1.20, but yes exposure is taken into account of the linear HDR result. The idea is that the HDR white point is still at the same value as in the render viewport. One issue we found is that the HDR saving applies a gamma of 0.5. That's a bug and will be fixed with the next version.
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