OctaneRender™ Standalone 1.54

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stratified
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BroAugustine wrote:Thanks Roeland et al. for the update.

One thing to be noted that has changed but is not in the change log:
It appears that maxSamples regarding render calls has changed in Lua since the last update. Just wanted to make sure if this was intended though it surely effects any scripts relying on it.

The following no longer does what one would expect, i.e., a quick render of 1 sample.

Code: Select all

octane.render.start
{
    renderTargetNode = rtNode,
    maxSamples       = 1,
    callback         = renderCallback,
}
With the above, I just want a quick animation preview which is no longer quick unless I terminate it myself in the renderCallback() function. Lua now uses the maximum samples as set in the kernel node, ignoring the explicit declaration in the Lua call.
We changed this in 1.53.1 (http://render.otoy.com/forum/viewtopic.php?f=24&t=39746) because it was a bit of a hack in the first place. You should indeed modify the maxiumum samples of the kernel node. If you take a copy of your original scene this doesn't have any effect.

cheers,
Thomas
BroAugustine
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Thanks Thomas,
I see what happened now. I went from 1.52 to 1.54 missing the important info.
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roeland
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kavorka wrote:I have been trying to use the new render animation script. Twice with the same animation, I had Octane hang and become non responsive after saving the image and before starting the next frame. I went back to using the unofficial script for now. Anyone else have this problem?
Are you using the script in this post? http://render.otoy.com/forum/viewtopic.php?f=73&t=37489

What does Octane look like if it hangs? Does Windows add the (not responding) note to the title bar?

--
Roeland
kavorka
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I am using one titled render animation G. I think the only change over the previous official script is that is saves to correct frame number in the file name.

It just stays at the max samples (in this case 5k/5k). In the animation dialogue, it gives the unresponsive text.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
kavorka
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Hmm, just checked my animation and it has the same hang using the unofficial script. It might be my scene, or something in 1.54. I just updated and I havent had this problem yet.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
kavorka
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Our Alembic files are displaying the materials out of order. anyone else have this problem?
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blobbybarack
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yes, sometimes group order change when replace/update your alembic. Sometimes it work sometime not.
I didn't clearly understood why. If i change groups into the source scene it looks like a normal thing to me if Octane change group order.
But sometimes groups are changing order in Octane without any modification on them or order in source scene. Only geometry changes or animation changes.

I'm pretty sure they're some kind of logic in this.....but i can't get it too...
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merid888

thank you for new version
kavorka
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So far on two separate computers (with different hardware) with 2 different animations (both of which had no problems in 1.53) I have gotten Octane to become unresponsive. Sometimes its after a couple frames, sometimes after a couple hours or not at all.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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roeland
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We have been able to reproduce a similar issue with freezes while batch rendering. The issue should be solved in the next release.

--
Roeland
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