OctaneRender™ 2020.1.4
- PolderAnimation
- Posts: 373
- Joined: Mon Oct 10, 2011 10:23 am
- Location: Netherlands
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In the documentation of octane it says that some OSL codes are not yet supported. Could you give us an ETA when the 'trace' function will be implemented?
Win 10 64bit | RTX 3090 | i9 7960X | 64GB
Hey guys, I'm having some troubles with octane. This morning I updated to 1.4, now only 2 gpus are working, so I purchased an enterprise subscription in order to make all gpus work but still when I open c4d, I get only 2 gpus active. Any idea how can I solve this issue? Tried to release the octane license and reopene c4d+octane but still I get only 2 gpus active.
Any idea how can I solve it ?
Cheers.
Ami
Any idea how can I solve it ?
Cheers.
Ami
Sorry for the belated response, but I have fixed this now and it will be in the next release.funk wrote:Bug reposted from previous thread so it doesnt get lost:
Glossy material with low roughness + specular layer creates these circular artifacts
download here: viewtopic.php?p=386739#p386739
If this is happening just with the C4D plugin you may want to check the version of the plugin you have installed is actually the Enterprise version since as @bepeg4d mentioned before it looks like you have installed the Studio version instead. Please be aware you do not need to install any standalone build for the plugin to work.Ami51 wrote:Hey guys, I'm having some troubles with octane. This morning I updated to 1.4, now only 2 gpus are working, so I purchased an enterprise subscription in order to make all gpus work but still when I open c4d, I get only 2 gpus active. Any idea how can I solve this issue? Tried to release the octane license and reopene c4d+octane but still I get only 2 gpus active.
Any idea how can I solve it ?
Cheers.
Ami
Would you be able to create a feature request for this? It would be very useful so we can get an impression of how many users would consider this important in their workflows since this would not be a trivial feature to expose.PolderAnimation wrote:In the documentation of octane it says that some OSL codes are not yet supported. Could you give us an ETA when the 'trace' function will be implemented?
https://render.otoy.com/requests/
Thank you.
Hi galleon27,galleon27 wrote:There is a bug with Random Walk, Dirt and Layered Material.
Dirt doesn't work when plugged into Random Walk albedo, however it works when combined with diffuse layer and layer opacity set to 0.
2020.1.3 has the same bug.
It looks like we have never supported dirt in medium node before, but it's a happy coincidence that the diffuse layer made it work.
I have fixed this in a way that without the diffuse layer the dirt would still work with the random walk SSS node and it would look the same as what you are seeing now with the diffuse layer set to 0 opacity. Technically the diffuse layer isn't actually contributing anything in your image, it's simply enabling the dirt node for your random walk SSS node.
This fix will be in the next release.
Cheers,
Wallace
I have been testing the new quad lights in the modo plugin and have found an issue with emission textures using UV map projection.
There is some kind of light leak at the edges. Changing border mode only fixes 1 side. The same material works fine on a mesh/plane.
You can avoid this by using an xyz projection instead, but this looks like a bug in the quad light UVs (?)
There is some kind of light leak at the edges. Changing border mode only fixes 1 side. The same material works fine on a mesh/plane.
You can avoid this by using an xyz projection instead, but this looks like a bug in the quad light UVs (?)
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Win10 Pro / Ryzen 5950X / 128GB / RTX 4090 / MODO
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
"I am the resurrection, and the life: he that believeth in me, though he were dead, yet shall he live" - Jesus Christ
Yea, thats why i thought it was weird. It shouldn't have showed dirt at all with 0 opacity.wallace wrote:Technically the diffuse layer isn't actually contributing anything in your image, it's simply enabling the dirt node for your random walk SSS node.galleon27 wrote:There is a bug with Random Walk, Dirt and Layered Material.
Dirt doesn't work when plugged into Random Walk albedo, however it works when combined with diffuse layer and layer opacity set to 0.
2020.1.3 has the same bug.
This fix will be in the next release.
Cheers,
Wallace
Thanks.
Win 10 64bit // GTX 4090 + GTX 3090 // 5900x // 64GB // SideFX Houdini // C4D
Hi guys, it's possible to stick texture on torus with triplanar mapping bended with с4d bend deformer? Standart c4d Stick material tag was not helpful.
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