OctaneRender® pre-Beta 2.4 (win x64) [OBSOLETE]

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abstrax
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radiant wrote:So in this release can i make a alpha pass to a certain object.

Import Mesh - Select my Material lets say a fountain - can i make it so, it dosent show in the final render?
You can always set the opacity to 0, which makes the material invisible, when you are using path tracing with alpha shadows on.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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steveps3
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The problem doesn't occur in 2.3-5. The .obj is exactly the same .obj that has been working fine for the last 2 weeks. I will zip it up and send it.

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Sods law, I try it one more time and now it works. The only difference in the last attempt was that I removed a space from the .obj name. Could this be causing the problem with 2.4?
Last edited by steveps3 on Mon Jan 17, 2011 8:10 am, edited 1 time in total.
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abstrax
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steveps3 wrote:The problem doesn't occur in 2.3-5. The .obj is exactly the same .obj that has been working fine for the last 2 weeks. I will zip it up and send it.
Cool thank you :)

Marcus
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oguzbir
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My first impressions is very good.

At first, I find it more rock solid.
The UI design perfections are great, small icons for RGB colors, and trimming the some spaces in the node inspector has really gained us workspace.

I have just one issue that might be because of my slow machine but I must ask it.
While rendering is on it seems like the UI is much more slow. Since this is a good thing about rendering. :D What we wished for.
But could it be altered to make the UI more responsive while rendering.
if there is a way or dual GPU is the solution for that.. Than no problem.. :)
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radiance
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Elvissuperstar007 wrote:excellent!! But here this socket can be moved back to 1.25 to place, it is not very comfortable in this position
It takes getting used to, as the buttons are now in another place,
On then other hand, you win quite a bit of space so the node inspector does not need to be so wide as before...

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Elvissuperstar007
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and the alpha and should not transmit light at the direct light?
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abstrax
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oguzbir wrote:My first impressions is very good.

At first, I find it more rock solid.
The UI design perfections are great, small icons for RGB colors, and trimming the some spaces in the node inspector has really gained us workspace.

I have just one issue that might be because of my slow machine but I must ask it.
While rendering is on it seems like the UI is much more slow. Since this is a good thing about rendering. :D What we wished for.
But could it be altered to make the UI more responsive while rendering.
if there is a way or dual GPU is the solution for that.. Than no problem.. :)
Hmm, as long is it's slow only while rendering, there is not much we can do here, because CUDA basically locks the whole display for each render pass. That means, even though the UI has already updated it's state, you can't see it, because the new state isn't visible yet.

This is where a second GPU comes handy, which is responsible for displaying UI, windows and stuff, while the other GPU does the rendering.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Elvissuperstar007 wrote:and the alpha and should not transmit light at the direct light?
Yes it should, unfortunately we had to take out the option again, due to compiler problems.

Sorry,
Marcus
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Elvissuperstar007
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Well it means direct light will support the passage of light through the alpha! This is good, I'll wait in a later release
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oguzbir
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This version is a very good update. Thank you guys.

Just to help you solve problems for further versions. I have a bug report.

I have just came across with a problem while testing it with an old scene. And sadly I was able to re-create it 3 times.
Pathtracing on , Daylight on, alpha mode on
Rotating viewport gave the problematic screen below. The alpha problem occured after enabling the daylight mode.
Tried to recreate it with a single material node with pathtrace and daylight on. It didn't happen. It seemed OK.
Now, I tried it with another old scene the problem occurs again.
Keep environment option doest not help.

Edit----
My Nvidia version is a beta - v 266.35 . (I think I must stress that out)
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Last edited by oguzbir on Mon Jan 17, 2011 8:34 am, edited 1 time in total.
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