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Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Sat Feb 01, 2014 11:12 pm
by face_off
Erick - Can you try deleting the preferences file(s) in C:\Users\Paul\AppData\Roaming\OctaneRender\, and let me know if that resolves the cuda errors.

Regarding the popup - it is being triggered because the last release was 1.29 and it is detected the scene was saved with 1.25. I will filter that out so it only triggered when a 1.20 scene is loaded.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Sat Feb 01, 2014 11:17 pm
by Erick
After deleting the pref. file, I get the following:

Started logging on 02.02.14 00:13:06

OctaneRender version 1.29 (1290000)

Failed to load preferences from "C:\Users\Username\AppData\Roaming\OctaneRender\preferences_v2"
Failed to load preferences from "C:\Users\Username\AppData\Roaming\OctaneRender\preferences"


No new file was written in this folder.

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Sat Feb 01, 2014 11:38 pm
by Erick
Just an idea .. could this be, because I still have Octane Renderer vers.1.20 installed?
Didn't bother with updating it yet.
I always update the plugin, not the standalone software.

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Sat Feb 01, 2014 11:42 pm
by face_off
Just an idea .. could this be, because I still have Octane Renderer vers.1.20 installed?
Didn't bother with updating it yet.
I always update the plugin, not the standalone software.
Ah yes - maybe. Can you try installing and running Octane Standalone 1.29 - that might fix it.

Paul

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Sun Feb 02, 2014 11:52 am
by TRRazor
Uhhhmm...you mention OctaneRender standalone 1.29...everything I can download when I log-in to my customer account is 1.20???
How come ?

EDIT: Nevermind...didn't know the download section in the customer area doesn't get updated.
Just found 1.29 in the boards...

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Sun Feb 02, 2014 8:11 pm
by Pandarr
I just updated to 1.29 and for some reason a lot of my meshes appear like they need to be subdivided in Octane. This hadn't been the case before when I was on the Stable version. Is there a render option I need to fix?
Sports.jpg

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Sun Feb 02, 2014 9:29 pm
by Witpapier
Pandarr wrote:I just updated to 1.29 and for some reason a lot of my meshes appear like they need to be subdivided in Octane. This hadn't been the case before when I was on the Stable version. Is there a render option I need to fix?
Sports.jpg

Under setup in plugin window, make sure smooth by default is checked.

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Sun Feb 02, 2014 10:04 pm
by Pandarr
Witpapier wrote:
Pandarr wrote:I just updated to 1.29 and for some reason a lot of my meshes appear like they need to be subdivided in Octane. This hadn't been the case before when I was on the Stable version. Is there a render option I need to fix?
Sports.jpg

Under setup in plugin window, make sure smooth by default is checked.
Cool. I'll do that. I didn't figure it was a bug, but couldn't find the thing to click. Subdividing everything was getting old! :lol:

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Tue Feb 04, 2014 7:56 am
by face_off
I have refreshed the installer at the top of this thread with a small update:

1.29.0.20
- Suppressed the warning popping up when loading pz3 files saved with plugin version 1.25
- Fixed minor issue with the conversion of Poser materials where if the texturemap had a U_Scale or V_Scale not equal to 1, the Octane transform was not setting the "translation" correctly

Paul

Re: OctaneRender® for Poser (Windows) - build 1.29 [TEST]

Posted: Wed Feb 05, 2014 2:55 pm
by Pandarr
So here's something I'm pretty sure I used to be able to do but can no longer do.

Load an object (I'm using V4 but it doesn't matter). Bring up Octanes material list. Copy an RGBSpectrum node. Change that node to a Mix node. You can't paste the RGBSpectrum node into texture1 or texture2 unless you change the node type to something else first.

This is an example but it appears you can't paste any node into a node listed as [Not Connected] even if you could change that node to the type you are trying to paste. There's a work around of course, just seems awkward and I'm not sure if it's intentional.