When you create a material\texture macro, just save the node as "Live DB" (from the drop box) instead of .ocm fileandrian wrote:Hay guys, how to share a material to Octane Live DB?
Octane Live Platform Testing Release (pre-23) [obsolete]
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.
AMD Phenom X4 965 B.E. / ATI 5850 1GB / Nvidia GTX 580 1.5GB/ 8GB ram / Win 7 x64
Ayertosco wrote:When you create a material\texture macro, just save the node as "Live DB" (from the drop box) instead of .ocm fileandrian wrote:Hay guys, how to share a material to Octane Live DB?
Thanks I just saw it

Vista 64 , 2x Xeon 5440 - 24GB RAM, 1x GTX 260 & I7 3930 water cooled - 32GB RAM, 1 x GTX 480+ 1x8800 GTS 512
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
CGsociety gallery
My portfolio
My portfolio2 - under construction
Web site
Making of : pool scene - part1
Yes. When you are done for the day and head home go to the account preferences tab in octane and deactivate it on that machine. When you get home just enter your account info on the machine there and activate it. Once done there deactivate it again so when you get to your work machine you can reactivate it there.
System 1: EVGA gtx470 1280Mb and MSI gtx470 1280 in Cubix Xpander for Octane, AMD 945, 4Gb Ram
All systems are at stock speeds and settings.
All systems are at stock speeds and settings.
I think it can take up to an hour to deactivate, so be aware of that if it doesn't happen right away, just give it a bit and check back.
CPU - i7-950 3.06 Ghz, 24GB Ram, Win7 x64, 2 display monitors, GeForce GTX 580 3GB Classified. I'm glad to say I LOVE OCTANE!
I guess it's the right place to post this question.
For light emitter using texture emitter (RGB) option or black body,
is there a way to intensify the light even more?
Either make RGB able to exceed over value of one (e.g. using HSV value)
or set the Power limit beyond 1000.
I kept experimenting how to simulate the spotlight effect, even it's far away.
I think the problem I encounter is that the light decays too fast.
The problem is that I can' shorten the distance since the set and scene files
are already built that way (in Maya, using centimeter unit).
The effect could achieve the light torch spotlight that can shoot up into the cloud for instance.
For light emitter using texture emitter (RGB) option or black body,
is there a way to intensify the light even more?
Either make RGB able to exceed over value of one (e.g. using HSV value)
or set the Power limit beyond 1000.
I kept experimenting how to simulate the spotlight effect, even it's far away.
I think the problem I encounter is that the light decays too fast.
The problem is that I can' shorten the distance since the set and scene files
are already built that way (in Maya, using centimeter unit).
The effect could achieve the light torch spotlight that can shoot up into the cloud for instance.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
Another question, there's a button next to the emitter power slider, called "toggle linear or logarithmic distribution." What does it do here? I switched around and didn't notice any apparent changes.
Windows 7 64bit | Maya 2010 64 bit (main) | Maya 2011 | Intel i7-920 | Nvidia Quadro FX1800 | Nvidia GTX480
just increase the tonemapper's exposure, about the log/linear button, it just changes the slider's distibribution from a logarthmic to a linear one.vanlicht wrote:I guess it's the right place to post this question.
For light emitter using texture emitter (RGB) option or black body,
is there a way to intensify the light even more?
Either make RGB able to exceed over value of one (e.g. using HSV value)
or set the Power limit beyond 1000.
I kept experimenting how to simulate the spotlight effect, even it's far away.
I think the problem I encounter is that the light decays too fast.
The problem is that I can' shorten the distance since the set and scene files
are already built that way (in Maya, using centimeter unit).
The effect could achieve the light torch spotlight that can shoot up into the cloud for instance.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB