@ DayVids
just tried your 'timewarp' advice and your right: results are excellent, much better than ccforcemotionblur.
Thank you very much, DayVids, you helped me to remove one of the biggest Octane's problem for my works !!
OctaneRender® 1.024 beta 2.49b RC (lin/mac/win) [OBSOLETE]
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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.
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.
Just Discovered that thes black fireflies are connected to the exploration depth. A value of between 0.98 and 1 creates them and from 0.97 down works fine....
Could some one help me with this one? It's alitte confusing
Could some one help me with this one? It's alitte confusing

Intel Core i7 CPU 6850K @ 3.60GHz 128.0 GB Ram / Win 10 64 bit / 1x GeForce RTX 3080
I just tried to reproduce this problem, but couldn't. Is there anything special I have to do? Could you maybe post/send us an example scene? Which 3D app and graphics cards did you use?vipvip wrote:@ retmia:
averaging normals is better but look at your shadows: threy're polygon-cutted ( ca serait + facile à dire en francais-> la découpe des ombres est nette et suit le contour des polygones ).
@ RS TEAM:
it seems t o be a bug with alpha channel ( the first exported render alpha is bad, glotchy but it become ok after a camera mouvment )
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
As I couldn't reproduce the problem, could you please send us or post an example scene (the C4D file would be best, if it was a C4D project)? I couldn't reproduce it here.TheOracle wrote:@ RS TEAM SAID:
it seems to be a bug with alpha channel ( the first exported render alpha is bad, glotchy but it become ok after a camera mouvment )
I just had this exact problem.
had to render a scene using the old 2.46 version in stead What a shame. I really like this new version.
I had to render a animation therefore could not move the camera in every frame. When is this expected to be solved?
Thanks,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Settings close to 1.0 are currently broken, we will fix that in the next release.Draydin_r wrote:Just Discovered that thes black fireflies are connected to the exploration depth. A value of between 0.98 and 1 creates them and from 0.97 down works fine....
Could some one help me with this one? It's alitte confusing
--
Roeland
Hi Marcusabstrax wrote: As I couldn't reproduce the problem, could you please send us or post an example scene
here is a (very basic) animation file created with blender 2.59 ( exporter from lionnel v1.10 ) but i tried animations with lightwave too, and there is exactly the same problem. If you launch the animation computing, after look at rendered pictures with the default windows picture viewer and ( i hope

I'm working with Win7, 64bits, 2 x GTX 470 drivers nvidia 280whql .I experimented no other big problems with this 2.49b...
ps:
except alpha settings, all octane parameters are inital ones
- Attachments
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I open the saved file, the program asks to see first where the file obj, then you need to specify each previously retrieved texture. Windows 7 64x Russian
This sounds like the same issue I had.ura wrote:I open the saved file, the program asks to see first where the file obj, then you need to specify each previously retrieved texture. Windows 7 64x Russian
Untill the guys sort it out theres 2 ways round it.
1. Open if possible in a previous version and untick use relative paths, then make sure you dont use relative paths when saving in this version.
2. Open your file in this version manually direct octance to your .obj and textures then untick use relative paths and save the file.
It seems with some file structures it incorectly records file locations.
There is a third option which is manually repair your .ocs with a text editor and use find/replace which is quick but only try if your confident in what your doing.
Not had a reply yet on if they found/fixed the issue they introduced in this release.
Thanks for the feedback on the alpha channel issue: There seems to be a problem with the very latest NVIDIA graphics driver for Windows 280.26. I'm currently investigating and check if there is a hidden problem in Octane, but for now just make a clean update to the previous stable driver 275.33.
Yesterday we also found some strange issues regarding available memory in single-GPU and multi-GPU modes. It turned out that the multi-GPU options in the NVIDIA control panel was the culprit. -> To maximize your available graphics memory for Octane on Windows
- make sure that Windows Aero is disabled
- make sure that multi-GPU is disabled and to be on the safe side also disable PhysX: Cheers,
Marcus
Yesterday we also found some strange issues regarding available memory in single-GPU and multi-GPU modes. It turned out that the multi-GPU options in the NVIDIA control panel was the culprit. -> To maximize your available graphics memory for Octane on Windows
- make sure that Windows Aero is disabled
- make sure that multi-GPU is disabled and to be on the safe side also disable PhysX: Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra