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Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Thu Oct 23, 2014 8:15 pm
by AndreaMannori
Hi, everything is fine.
I did this render tonight, following this studio setup:
http://render.otoy.com/forum/viewtopic.php?f=5&t=293
Only a little bit of tone adjustment in PS, 32 bit color editing. Unfortunately jpeg compress colors too much...but still good quality, isn't it?
Cheers!
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Thu Oct 23, 2014 9:19 pm
by aoktar
jblessing wrote: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?
do you use standalone 2.11.1? plugin has core of 2.11.1. You should keep always matching versions. What was the last working version for you?
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Thu Oct 23, 2014 9:22 pm
by Bulwerk
I have run into an issue.
It seems that object buffers are broken when saving a multipass. They render completely black.

- Screen Shot 2014-10-23 at 5.20.16 PM.png (19.56 KiB) Viewed 4450 times
Anyone else having this problem?
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Thu Oct 23, 2014 9:36 pm
by aoktar
Bulwerk wrote:I have run into an issue.
It seems that object buffers are broken when saving a multipass. They render completely black.
The attachment Screen Shot 2014-10-23 at 5.20.16 PM.png is no longer available
Anyone else having this problem?
Sorry but you know that we haven't a documentation about passes. Because we are still shaping it. If you put any passes here, then you can't get any output.
Delete all and only check some passes from "Octane Settings -> Render Passes". Also object buffer is not working as c4d's black/white outputs.
ATM, you can get only colored output and it's mostly useless. Because we can't assign any id for objects. But you shouldn't worry for this. Thomas(Strafied) is working on to change this logic as in C4D.
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Thu Oct 23, 2014 9:44 pm
by aoktar
Subroutine49690 wrote:
...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))
Chris thanks for feedback and links. There is lot of very nice works. I would like to see more user works here and in other media. We can grow better with your works. I'll be happy to contact with you for about Octane, cgi, etc..
For Maxon, i couldn't see any special interest to Octane or gpu renderers. I liked to see more interest. Also when you think a gpu integrations can be much more complex a cpu render's. We have to write much more complex codes against cpu. There is lot of things which are not supporting by cpu design. Anyway i think we are on a good way and will try to bring more.
I'm very curious about carbon scatter 2015. Haven't checked yet.
Sorry for short reply. But you should know that i'm very honored about your feedback. Best
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Thu Oct 23, 2014 9:53 pm
by aoktar
Guys who is interesting with Passes. Please check this thread also read Abstrax's posts.
http://render.otoy.com/forum/viewtopic. ... 2&start=30
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Thu Oct 23, 2014 9:55 pm
by robotnik
Maybe a silly question, sorry for that but where can I get the standalone 2.11.1. great great work by the way Ahmet congratulations, and also very reactive I like that.
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Fri Oct 24, 2014 12:43 pm
by brasco
robotnik wrote:Maybe a silly question, sorry for that but where can I get the standalone 2.11.1. great great work by the way Ahmet congratulations, and also very reactive I like that.
http://render.otoy.com/forum/viewforum.php?f=33
cheers
brasc
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Fri Oct 24, 2014 1:17 pm
by Bulwerk
So am I to understand that when Octane added multipass options it makes C4Ds native multipass useless during a redner? This used to work just fine and was helpful for buffers mostly. Now I have to make two seperate scene files for rendering octane beauty and one for buffers, which is not the end of the world but is a bit of a pain in the butt.
Seems like the functionality of this should be made available again.
Re: Version 2.11.2 - final (updated on 23.10.14)
Posted: Fri Oct 24, 2014 1:35 pm
by aoktar
Bulwerk wrote:So am I to understand that when Octane added multipass options it makes C4Ds native multipass useless during a redner? This used to work just fine and was helpful for buffers mostly. Now I have to make two seperate scene files for rendering octane beauty and one for buffers, which is not the end of the world but is a bit of a pain in the butt.
Seems like the functionality of this should be made available again.
which native pass do you need? Object buffers?