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Re: Version 2.11.1 - final (updated on 21.10.14)

Posted: Wed Oct 22, 2014 7:04 pm
by desire
aoktar wrote: 1) i see that "Render region" is not working on last version. Also any other problems? Anyone wants to me fix and update for "Render region"?
2) Should i disable "COHERENT" as default? Does anybody aware of? Do you know this parameter anymore?
I vote for both items
Thank U

aoktar by the way, there is small issue at plugin info
it shows name of non-renderused card with data of card that currently in use

Re: Version 2.11.1 - final (updated on 21.10.14)

Posted: Thu Oct 23, 2014 1:43 am
by ASyme1
aoktar wrote:Subroutine49690:
I think that you mean LV+hairs? I don't overwrite anythings, only ignored to check some parameters.

Second,
1) i see that "Render region" is not working on last version. Also any other problems? Anyone wants to me fix and update for "Render region"?
2) Should i disable "COHERENT" as default? Does anybody aware of? Do you know this parameter anymore?
Hi Ahmet-
Yes! Please fix render region! We haven't been able to use it because of how it works. If you're trying to re-render a small patch of a frame you must really CRANK the samples to get even close to what you need. It seems you're doing some sort of averaging here. How I'd like it to work is if I need to render a patch I should be able to keep the samples the same as the rest of the frame. So if the frame needs 1000 samples, the RR should be fine at 1000 samples. Right now it doesn't work like that. I don't understand why. Can you fix that?

Thanks!

Alec

Re: Version 2.11.1 - final (updated on 21.10.14)

Posted: Thu Oct 23, 2014 1:45 am
by ASyme1
And yes, I vote for coherent mode to be off by default.

Thanks
Alec

Re: Version 2.11.1 - final (updated on 21.10.14)

Posted: Thu Oct 23, 2014 2:06 am
by aoktar
ASyme1 wrote: Hi Ahmet-
Yes! Please fix render region! We haven't been able to use it because of how it works. If you're trying to re-render a small patch of a frame you must really CRANK the samples to get even close to what you need. It seems you're doing some sort of averaging here. How I'd like it to work is if I need to render a patch I should be able to keep the samples the same as the rest of the frame. So if the frame needs 1000 samples, the RR should be fine at 1000 samples. Right now it doesn't work like that. I don't understand why. Can you fix that?
Alec
I have updated as 2.11.2.

Maxsamples will be calculated to matchup noise ratio when you use "Render region" in Picture Viewer. Also things is different in LV. Numbers which are under "Render region", it shows the estimated maxsamples.

Re: Version 2.11.2 - final (updated on 23.10.14)

Posted: Thu Oct 23, 2014 4:13 am
by ASyme1
OK, so this is great. It seems the RR sample problem is fixed. (testing now) But what about using percentages for where the RR is on the frame? C4D native renderer used pixels. Seems a more accurate way of doing this. Can you make it work exactly like C4D? I ask because we commonly render out a "patch" with render region in an animation. I would like to be able to do that the same way here.

thanks Ahmet! Lovely work man!

alec
C4D RR.PNG
C4D RR.PNG (7.75 KiB) Viewed 4333 times
Octane RR.PNG
Octane RR.PNG (5.25 KiB) Viewed 4333 times

Re: Version 2.11.2 - final (updated on 23.10.14)

Posted: Thu Oct 23, 2014 2:12 pm
by aoktar
Alec,
i have did this for keeping better matchup with LV and picture viewer. It's better to fit LV's region selection to picture viewer

Re: Version 2.11.2 - final (updated on 23.10.14)

Posted: Thu Oct 23, 2014 4:39 pm
by jblessing
Since updating to 2.11.2, I'm having trouble keeping the networked renders connected. They seem to be dropping off at random. Or is it just me?

Re: Version 2.11.2 - final (updated on 23.10.14)

Posted: Thu Oct 23, 2014 5:21 pm
by Subroutine49690
Subroutine49690:
I think that you mean LV+hairs? I don't overwrite anythings, only ignored to check some parameters.
Please take a look at the generator-tap of the hair object. You can choose there between non, spline, flat, ...instance, sweep.
Non of these options working in LV.
For example you can paint instances and use hair for scattering.
It is simply impossible to see it in LV at the moment. Thats not good !!
Image

OK, here is a video that discribes it better.
http://www.3dvisual.at/hair-issue.avi

Please check this ! Important!!
Why not simply give us a switch like we have it for the particle engine?
________

Coherent-mode is good for final, but it's wired to work in live-view. I vote for OFF by default.
Personally, for me, no priority on render-region - MP is more important. - and especially to be able to use c4d-mp-options, as we talked about yesterday.

Best regards,
Chris

Re: Version 2.11.2 - final (updated on 23.10.14)

Posted: Thu Oct 23, 2014 6:22 pm
by aoktar
Subroutine49690 wrote:
Subroutine49690:
I think that you mean LV+hairs? I don't overwrite anythings, only ignored to check some parameters.
Please take a look at the generator-tap of the hair object. You can choose there between non, spline, flat, ...instance, sweep.
Non of these options working in LV.
For example you can paint instances and use hair for scattering.
It is simply impossible to see it in LV at the moment. Thats not good !!
Ok, why are you still using 2.06?
2.11.2 can show some type of hairs, but Octane native hairs only have cylndrical form. Also hair api is not well for everything, i have many problems on that. Maxon doesn't loves the gpu renderers

Re: Version 2.11.2 - final (updated on 23.10.14)

Posted: Thu Oct 23, 2014 7:57 pm
by Subroutine49690
Hi,

thanx for the fast response.
Ok, why are you still using 2.06?
...because I needed the c4d-object-channel for my last project.

I know the problem with Maxon. I'm also c4d-trainer, speaker on exhibitions... and I was often talking to different Maxon-guys, programmer, manager and other trainers personally since octane-plugin came out first time, but they don't want to change their mind about this at the moment. They always find excuses like apple-useres usually have no nvidia-card and so on ...so I gave up.
Also seems that the bigger studios still work with cpu-systems because of vram limitation and other reasons.
Don't know. Maybe it need more improvement, stronger cards with more vram...all a matter of time, I think.

For me personally octane gave me an enormous benefit. It's the most impressive renderengine I've ever used in every point of view and I tried a lot.
It's superfast, easy to use, convenient, the resaults are always beautiful and realistic......I simply love it!!
Most of my friends and partnerstudios here in austria have already changed to octane and they all love it too. (curse-studio, immortal-arts, newtown-3d,...) We have about one octane-workshop per month powered by cg-shop (who is still looking forward to be reseller for octane...I'v you're interested you can contact [email protected] (sorry for the homepage..the new is under construction))

It's the only piece of software that still amazes me/us every single day again. It makes the working process so convenient like no other engine.
You can really focus on creativity...
When I need to switch back to Vray for a costumer I want to cry... but no bad words, they all have their right to life.

For example I made all the demo-graphics for e-on carbon scatter 2015 http://www.carbonscatter.com/ and they love it.
You can also have a look at some of my private artworks at http://www.artstation.com/artist/Chris-3D ...this is 99 percent octane.

There are many projects I could not produce in same time and quality without octane.
My latest work (very low budget), I'm allowed to show: http://www.youtube.com/watch?v=lRG41Qfx ... UEq7PD8cxA
The following videos in this playlist are also 99% octane-rendered.
Example of 360°-renderings ... http://www.svenspix.at/panos/3D/index.html (look at the interior-shots)
If you're interested you can have all my private work for promo, but I think there are many artist like Nick (ia) who produce higher quality.

For me octane-plugin was the greatest innovation for last years and I've never seen people more wondering like when I rendered a huge woodland with thousands of high-detailed plant in a few seconds when I was speaking about digital environment at local cg-events.
...you definitively changed the cg-scene. ...but now enough enthusiasm. I think you know well ;))

Best regards,
Chris