OctaneRender™ Standalone 1.24

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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.
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smicha
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A bug?: when maximizing the preview window the lock button is being deactivated. Can you confirm it?
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build-log http://render.otoy.com/forum/viewtopic.php?f=9&t=42540
ephdot
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steveps3 wrote:Blender is still broken using Lionel's exporter. I was hoping that the update may have fixed this.

I am the only blender user that is trying to use Octane 1.2 onwards? If not then how are you guys getting it to work when it fails 90% of the time for me.
Hey steveps3-

I made the jump to Jim Starr's plug-in for Blender as that appears to be the future for Blender/Octane. It took a bit to get all of the materials transferred for some scenes, but I figured it is a leap I was going to have to make eventually. I'm not utilizing any of the newer features (alembic, etc), but I'm able to get the job done.
AMD-1100T 6 core, GTX-590 & GTX-480 1.5GB, 16GB 1600MHz RAM, 1TB WD 6GB/s, Win7 64bit, Blender 2.68a for Octane 2.2, Octane 1.20, Blender/Octane Server 2.2
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steveps3
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Well yes I could go that route and I guess, as you say, it probably is the future. I just have problems because it seems like such a hacky implementation. I've not run it for a few versions maybe I will have to try again, it may have improved.

So does nobody use the standalone for Blender?
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
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enricocerica
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steveps3 wrote:Well yes I could go that route and I guess, as you say, it probably is the future. I just have problems because it seems like such a hacky implementation. I've not run it for a few versions maybe I will have to try again, it may have improved.

So does nobody use the standalone for Blender?
Sure I'm still using the standalone script for Blender, I play around with the integrated script which is great and I'm using now for some light indoor tests but for huge scenes like the one I usually create, the only way for me to have a good workflow is to use the standalone version, so I hope that a new export script based on Alembic will be available soon. BTW the last export script version (1.19 I think) still works fine for me with the 1.20 Octane version.
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steveps3
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Yeah, works for 1.20. Anything after that starts playing up. We really do need a new export script. I think that Lionel has moved on to other things these days. I've not heard from him in quite some time.
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
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roeland
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cfrank78 wrote:Hi Reoland, Hi Thomas!

Played with 1.24 for a while now. Looks good.

I found out something weird. As an example i took from livedb organic/wood/bamboo weave! Basically this material has no transforms so i added in the node transforms in (projection in, was allready added). When i use box projection, the slider of the bumb/normal does work. when i use mesh uv mapping and use the added transform tab (scale), the material is perfectly mapped along the mesh, but the bump maps dont work anymore!

I hope i explained it clearly. I added a pic for explanation! Maybe i do something wrong, if so, please tell me what!

Kind regards Chris!
normals.jpg
The bump power is different when you switch between box mapping and UV mapping. In this case you need a higher bump power when using UV mapping.

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Roeland
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roeland
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xxdanbrowne wrote:I just played with 1.24 and I have two comments.
1. Awesome work guys: the alembic scale preferences is exactly what is needed to scale things correctly. Thanks.
2. There's a problem with texturing when applied to alembic files.
In the first case if you apply a diffuse texture to the alembic file with a bitmap texture applied it comes out black. If you use a SSS material like for example kayze's skin it comes out honey colored. For reference you can see what it's supposed to look like when applied to an .OBJ model with the same materials applied at the same scale.

I have included a compressed .rar file of the appropriate files so you can test.
There are two problems with the alembic file: first the normals are inverted, you need to open the settings for the alembic file and enable the "flip normals" option. And second the UV coordinates are not exported. You can check on both issues with the info channels kernel: the texture coordinates mode will just render black if there are no UV coordinates, and the wire frame mode can highlight faces seen from the backside of the normal in red (so if the normals are pointing inwards the entire object will be red).

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Roeland
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abstrax
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Just for your info: We have now uploaded a Mac build of 1.24, too.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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roeland
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Tugpsx wrote:Thanks for new options, great to see you guys were putting in the extra effort during the Holidays. Much appreciated.
However, There is an issue with something here since these are the same scenes loaded raw in OC123 and OC124
OC123Capture.JPG
OC124Capture.JPG
Keep in mind that the subsurface scattering is dependent on the scale of the object. If the scale changes you need to change the medium scale setting accordingly.

Can you also verify with the infochannel/wireframe kernel if the normals aren't flipped?

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Roeland
Rikk The Gaijin
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Joined: Tue Sep 20, 2011 2:28 pm
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Just tested out the new version, and the problem I had with Alembic animation is fixed, thanks guys, great job as always! 8-)

I have a question I asked before but I got no answer: how do I render out the entire animation?
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