By the way, it took a while to figure out why the composite texture wasnt working, because I didnt realise there was a log error.
I think you should be forcing a log window to open when there is a log error. It would save users a lot of time/confusion.
OctaneRender™ 2020.2 RC3
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
Thanks Funk. Great feedback as always
If I crank transmission to 1 and use Beckmann I can still see a difference between the materials when playing with roughness. GGX seems to be the only one working so I can use that.wallace wrote: So I have looked into this and found that this is caused by some backwards compatibility with how the Octane BRDF has to work while there is only diffuse and specular reflection, and this is not really fixable as it would affect the things we are trying to be backwards compatible with work (this would impact the consistency between glossy material with Octane BRDF and universal material with diffuse and specular reflection with Octane BRDF).
Would it work for you if you use other BRDF models instead? This restriction is only posed upon the default Octane BRDF.
Beckmann:
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
Thanks Funk, this will be fixed in the next build.funk wrote:BUG: Composite texture generated invalid OSL code
It seems like the previous post is very simple to reproduce.
1. Load the attached OCS
2. Open a windows > create log window and dock it.
3. Right click the diffuse material > render
The following log error occurs:
Code: Select all
Started logging on 25.11.20 20:32:43 OctaneRender Enterprise 2020.2 RC3 (10020700) <nodes>:18: error: Cannot write to input parameter 'Layer_2_input1' (op 4) We generated invalid OSL code <nodes>:18: error: Cannot write to input parameter 'Layer_2_input1' (op 4) Failed to compile OSL shader. <nodes>:18: error: Cannot write to input parameter 'Layer_2_input1' (op 4)
Will this version work as a slave to a Octane X PR 2/3 or 4Mac? I understand (I think) that requires the Windows version to be upgraded to v10 of the SDK so they match, but it’s unclear what release that is planned for. I just upgraded to enterprise, so excited to put my old gaming PC’s Nvidia card to work.
Mac Pro (2019), 2.7 GHz 24-Core, 384GB RAM, AMD Radeon Pro W5700X | Houdini
This should not happen on Beckmann, I would expect it to behave more or less similar to GGX, I will look into it.Zay wrote: If I crank transmission to 1 and use Beckmann I can still see a difference between the materials when playing with roughness. GGX seems to be the only one working so I can use that.
Beckmann:
Thanks.
Hi,joenyc wrote:Will this version work as a slave to a Octane X PR 2/3 or 4Mac? I understand (I think) that requires the Windows version to be upgraded to v10 of the SDK so they match, but it’s unclear what release that is planned for. I just upgraded to enterprise, so excited to put my old gaming PC’s Nvidia card to work.
not yet, this version is still available for CUDA only.
We still need another OctaneX Mac for Network rendering in Catalina or Big Sur, for now.
ciao Beppe