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Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Wed Dec 17, 2014 8:51 pm
by mib2berlin
Thanks JimStar, this is working.

CHeers, mib

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Sat Dec 20, 2014 5:25 pm
by billkeane
Stelios20 wrote:Ok it was the drivers! :)
Thanks a lot for your time!

I get this black screen too but only when I switch to camera view. Interactive viewport is fine.
I have a GTX970 and it's all been fine until this update, so not sure what's up :(
I played with the render passes too, but no joy.

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Sat Dec 20, 2014 6:22 pm
by enricocerica
billkeane wrote:
Stelios20 wrote:Ok it was the drivers! :)
Thanks a lot for your time!

I get this black screen too but only when I switch to camera view. Interactive viewport is fine.
I have a GTX970 and it's all been fine until this update, so not sure what's up :(
I played with the render passes too, but no joy.
I had the problem, just try to increase the distance for the focus option ...

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Sun Dec 21, 2014 5:38 am
by billkeane
enricocerica wrote:
billkeane wrote:
Stelios20 wrote:Ok it was the drivers! :)
Thanks a lot for your time!

I get this black screen too but only when I switch to camera view. Interactive viewport is fine.
I have a GTX970 and it's all been fine until this update, so not sure what's up :(
I played with the render passes too, but no joy.
I had the problem, just try to increase the distance for the focus option ...
"Camera / Octane Camera / Autofocus distance > 0"
Works great - thanks!

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Thu Dec 25, 2014 10:18 am
by Alain
When I deactivate "Camera or Shadow visibility" under "Meshproperties" then nothing happens, the selected Object is still visibly for the Camera and it generates shadows.

Bug or a missunderstanding of my little dumbhead ?

Kind regards
Alain

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Thu Dec 25, 2014 10:59 am
by kubicki3d
Alain wrote:When I deactivate "Camera or Shadow visibility" under "Meshproperties" then nothing happens, the selected Object is still visibly for the Camera and it generates shadows.
Alain, have you set your Mesh type to Scatter?
Cheers,
Szymon

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Fri Dec 26, 2014 12:51 pm
by Alain
No, I didn't, it works now.

But if this Objects is behind windowsglass then it doesn't work anymore.
Is there a way to make Objects invisible for Refraction and Reflections as well ?

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Fri Dec 26, 2014 1:17 pm
by Alain
There is another question:
If I make a linked Copy of an Object in Blender (Alt-d), what I kind of Octane-Object do I have to choose then to NOT load it twice into GPU-Memory, "Movable Proxy" ?

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Fri Dec 26, 2014 1:20 pm
by Alain
A little Bug:
When define a Renderregion in the Viewport and when I zoom into this Renderregion while rendering, then it cuts the "Octane-Renderregion".

See here:
Bildschirminhalt erfassen-1.jpg
Kind regards
Alain

Re: OctaneRender™ for Blender 2.15 - 7.0 Win [TEST]

Posted: Fri Dec 26, 2014 3:18 pm
by kubicki3d
Alain wrote:But if this Objects is behind windowsglass then it doesn't work anymore.
Is there a way to make Objects invisible for Refraction and Reflections as well ?
I may be wrong, but I think you can't make objects invisible for refraction. Maybe try replacing the specular shader with a glossy one (for this you'd need to make your glass planar).
fake glass without refraction (glossy shader)
fake glass without refraction (glossy shader)
You may want to tweak those settings, eg. increase the Opacity to make reflections more visible, etc.
Alain wrote:If I make a linked Copy of an Object in Blender (Alt-d), what I kind of Octane-Object do I have to choose then to NOT load it twice into GPU-Memory, "Movable Proxy" ?
You can find some info here: http://render.otoy.com/manuals/Blender/?page_id=575
In order to make Alt-D instancing work in Octane I set the mesh type to Scatter.
Cheers,
Szymon