OctaneRender™ Standalone 3.07 TEST 6

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enricocerica
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abstrax wrote:
enricocerica wrote:Since I test the 3.07 it seems that mixing GPU makes the system unstable, I have 3x gtx 1070 and one gtx 780, often Octane stops rendering with All failed GPUs and when I restart it the gtx 780 is not available anymore, I should restart the system to get it back.
Anyone with this problem ?
If you've got any scene of which you think that it allows us to reproduce the problem, please send it to me. Thanks.
Very difficult to identify the context where it happens, no specific scene and it is very random. Will try to pay more attention on identifying the situation when this problem occurs.
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grimm
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I added an infinite plane and wanted to adjust it's position. I wasn't able to move it with the transform node (I tried several types). I then tried to use the transform gizmo, but it can't be seen, or doesn't appear to work? Can the infinite plane be transformed?
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abstrax
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grimm wrote:I added an infinite plane and wanted to adjust it's position. I wasn't able to move it with the transform node (I tried several types). I then tried to use the transform gizmo, but it can't be seen, or doesn't appear to work? Can the infinite plane be transformed?
To move a plane object, you would have to feed it into a placement or scatter node. Then you can move it around with the gizmos. The transform input pin of plane node itself is for modifying the UV mapping on the plane not moving the plane.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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grimm
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Thanks Abstrax,

That worked, although my GPU started crashing a lot. I wasn't able to get a copy of the log errors. If it happens again I will post the errors here.

Edited to add: the gizmos don't show, not on the plane or on the object that I loaded into the scene. The object was created in 3D-Coat and I loaded it into Blender to double check the object's origin and it looks ok.
stone-test.orbx
(30.59 MiB) Downloaded 251 times
Jason
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abstrax
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grimm wrote:Thanks Abstrax,

That worked, although my GPU started crashing a lot. I wasn't able to get a copy of the log errors. If it happens again I will post the errors here.

Edited to add: the gizmos don't show, not on the plane or on the object that I loaded into the scene. The object was created in 3D-Coat and I loaded it into Blender to double check the object's origin and it looks ok.
The attachment stone-test.orbx is no longer available
Jason
I think (would have to check it when I'm back in the office), you have to have the geometry connected with a render target node. We can probably fix that with the next release. There is also a placement node missing for the stone. After making these changes it works:
stone.png
We are planning to add a transform pin to all geometry nodes. We already had that implemented before, but took them out again, since it was causing a lot of issues with the plugins and it will break the forwards compatibility. But we will give it a try again.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Zay
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It's time to get the intersect bug fixed. It's long overdue!

Again - a model I have to scrap because of this.
This is from a scene I should have used. Top view. Octane creates lots of cracks in the geometry where the geometry intersect.
Adding displacement on top of that and things goes from bad to worse.
Can you please fix this?
intersect-bug.jpg
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bepeg4d
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Hi Zay,
please, share an uv coordinate pass, you cannot have overlapping uvs with displacement.
ciao beppe
Zay
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bepeg4d wrote:Hi Zay,
please, share an uv coordinate pass, you cannot have overlapping uvs with displacement.
ciao beppe
Then that needs to be fixed too :) Simple as that.
We can't have a rendering engine where modelers need to take special care to Octane before they sell it to the world.
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smicha
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Marcus,

Indeed the render target node has to be connected to the placement node to get gizmo - could you please correct it and make gizmo visible even if there is no render target node used?
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J.C
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Clicking on any slider with a numeric value makes it's value change to the point where it was clicked. This is quite annoying if you decide not to change a value or drag it with mouse.
eg. There is a slider with range from 0 to 100. It is set to 20. I click it somewhere on the far right and the value rises to this point where was clicked. It should stay with 20 and only change when I drag the mouse. A good example of how it should be done are sliders in Blender. It was like this in Octane 2.xx I believe and was changed in 3.xx
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