Version 3.03.4-R3 (19.09.2016) - TEST

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mrom
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If I load a .png into the opacity channel via image texture node, the preview shows a black bounding box.
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screenshot.1473671364.png
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dadapik
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Maybe change the Type into something different than Alpha.
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mrom
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Thank you, but this is not an option. If I have to produce an overlay over a mix texture, I have to use alpha - and a lot of my work consists of moving around layers with png as texture (with alpha).
Sometimes it works now, sometimes it doesn't. Is it maybe possible to change the refresh rate in the node editor (files are always saved)?

Another thing: if I use a png with no boundaries (e.g. the cutout picture reaches the border of the png), clamp value doesn't really work as it should and starts stretching. If I change it (so that is some pixels around the content), it works. Still hope thats an error on my part - was working some versions ago.

Here's a file (used psd, doesnt make a difference): same settings
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test_borders.rar
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aoktar
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mrom, i think you should use black color in border mode.
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mrom
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thank you for your answer, but this was just an example. normally, my pngs do have a bit more colour :)
so is it a limitation that there should be a strip of emptyness around the actual content of the image texture?
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aoktar
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mrom wrote:thank you for your answer, but this was just an example. normally, my pngs do have a bit more colour :)
so is it a limitation that there should be a strip of emptyness around the actual content of the image texture?
I can't see any issue on plugin side. We just transfer parameters to renderer. I couldn't feel any issue on behaviour of modes.
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aoktar
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I've uploaded a new build. Gpu order detect button added to settings/devices. It requires a long render in LV and saves correct order after test. No need to use everytimes. Just after some installation of gpu or clean install of plugin.
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eyeonestudio
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aoktar wrote:I've uploaded a new build. Gpu order detect button added to settings/devices. It requires a long render in LV and saves correct order after test. No need to use everytimes. Just after some installation of gpu or clean install of plugin.
Here is my octane log..

STOP STATE Dvc0=Dvc1= max=1
DEV0 gpu0= gpu1= gpuIx=0
STOP STATE Dvc0= Dvc1=
STOP STATE Dvc0= Dvc1=
STOP STATE Dvc0= Dvc1=
STOP STATE Dvc0= Dvc1=
STOP STATE Dvc0=Dvc1= max=2
DEV1 gpu0= gpu1= gpuIx=1

Meaning GPU1 use for Monitor Display ? :P
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aoktar
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eyeonestudio wrote:
aoktar wrote:I've uploaded a new build. Gpu order detect button added to settings/devices. It requires a long render in LV and saves correct order after test. No need to use everytimes. Just after some installation of gpu or clean install of plugin.
Here is my octane log..

STOP STATE Dvc0=Dvc1= max=1
DEV0 gpu0= gpu1= gpuIx=0
STOP STATE Dvc0= Dvc1=
STOP STATE Dvc0= Dvc1=
STOP STATE Dvc0= Dvc1=
STOP STATE Dvc0= Dvc1=
STOP STATE Dvc0=Dvc1= max=2
DEV1 gpu0= gpu1= gpuIx=1

Meaning GPU1 use for Monitor Display ? :P
What's question? It for displaying correct usage/temperatures of multi-GPUs in Live Viewer. And a new incoming feature about detection of overheating in GPUs.
You should see percentage numbers in values as in image.
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a1.jpg
a1.jpg (12.83 KiB) Viewed 4859 times
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unsergio
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Hey Aoktar,

Firstly thank you for all your efforts and congrats for the great job you're doing here.

I have found two minor bugs (I think):

1. In Octane Settings window when you save a preset, it saves kernel configuration but keeps Cameraimage defaults.

2. Some weird openGL flattening happens sometimes in the viewport with active render layer masks ID's in render passes and show alpha activated in live viewer options. It's not reproducible though.
Creating a new project and launching octane again reverts the glitch once you are back to the scene and change mode display in the viewport.

Cheers
Attachments
4_gourand_cube.jpg
3_lines_cube.jpg
2_gourand.jpg
1_lines.jpg
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