OctaneRender™ Standalone 1.11
Forum rules
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.
So that means a Titan along3 590s will not work atm (only with an integrated graphics card)?
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
It will work if you use standalone and set GUI to software mode. It will render with LW plugin too but Lightwave will be slow at some specific OpenGL tasks. Or you could SLI two 590s and don't have any OpenGL issues.
19 x NVIDIA GTX http://www.borisgoreta.com
I don't know if it was said, but when we rotate an HDRI loaded in the Mesh Preview Environment, it's veeeeery slow, like it reload the texture at each rotation modification. I am pretty sure that it was not that slow until the 1.0.
It rebuilds the lookup information for the importance sampling for every change. To have good responsiveness, you should temporarily disable the importance sampling of the texture environment.César wrote:I don't know if it was said, but when we rotate an HDRI loaded in the Mesh Preview Environment, it's veeeeery slow, like it reload the texture at each rotation modification. I am pretty sure that it was not that slow until the 1.0.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Ah, indeed, thanks, it's perfect !
There is a bug with the daylight environment, also the same for the checks texture.
When the daylight is set to xyz( 0.0, 0.3, 1.0 ) you get circles on glossy textures.
In the first image you have the error. The second shows a x value of 0.01
The same is with the checks texture, when you have a plane with no thickness.
face
When the daylight is set to xyz( 0.0, 0.3, 1.0 ) you get circles on glossy textures.
In the first image you have the error. The second shows a x value of 0.01
The same is with the checks texture, when you have a plane with no thickness.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
- BorisGoreta
- Posts: 1413
- Joined: Fri Dec 07, 2012 6:45 pm
- Contact:
Isn't that a rey epsilon issue ? Just raise this value ina render kernel a bit and the circles should be gone.
19 x NVIDIA GTX http://www.borisgoreta.com
Not realy, a change of the rayepsilon has no effect on this...BorisGoreta wrote:Isn't that a rey epsilon issue ? Just raise this value ina render kernel a bit and the circles should be gone.
face
Win10 Pro, Driver 378.78, Softimage 2015SP2 & Octane 3.05 RC1,
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
64GB Ram, i7-6950X, GTX1080TI 11GB
http://vimeo.com/user2509578
+1face wrote: The same is with the checks texture, when you have a plane with no thickness.
face
A plane with no thickness displays checks like this:

A plane with 1cm thickness displays the checks texture correctly

Win 7 x64 | 1 x EVGA GTX680 Classified & 1 x Quadro FX1800 (display) | i7 920 o/c 3.04Ghz | P6TD Deluxe | 24GB | AX860 PSU
The artifacts on the cuboid are a problem in the glossy brdf calculation if a light source lies exactly in the same plane as the side of the cuboid. We will fix this problem in a future release.
The artifacts on the checkerboard plane show up because the checkerboard is a volumetric texture and the plane lies exactly on a transition from black to white. Move the plane up or down by a small distance and you don't have these artifacts.
--
Roeland
The artifacts on the checkerboard plane show up because the checkerboard is a volumetric texture and the plane lies exactly on a transition from black to white. Move the plane up or down by a small distance and you don't have these artifacts.
--
Roeland