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Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Sun Dec 30, 2012 12:21 pm
by Michael314
wimvdb wrote:One more question regarding this
Have you found a way to get rid of the artefacts (showing the mesh) with a skydome/sphere?
Hi,
I did nothing special there. I used Bagginsbill's "env sphere" and did not notice any artifacts. The seam of the HDRI actually runs through the visible area of the background. I only turnd on "smoothing" on the sphere. (Which is not as smooth as smoothing in Poser. A lot of objects, for example the Poser cylinder primitive, appears as n-gon instead of round object, even with smoothing on.)

Best regards,
Michael

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Sun Dec 30, 2012 2:31 pm
by mlru
face_off wrote:EDIT: It looks like IES lights exhibit some unpredictable behavior. They generally point directly down, regardless of the emitter angle - unless the emitter is pointing almost up, in which case they may work (in the case above) or may not.

So in summary, point the emitter prop down (any direction), and use the "orientation" sliders to get the light angle right.

Paul
Yes, that's want I noticed, too.
But I'm confused about the three axis. Shouldn't 2 be enough? At least one doesn't have any effect (or is in a gimbal lock), it seems?

Same for the sun.
I can imagine an axis for the azimuth (east to west) and one for the inclination (north to south), but the third? :?:

Uwe

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Sun Dec 30, 2012 9:34 pm
by face_off
But I'm confused about the three axis. Shouldn't 2 be enough? At least one doesn't have any effect (or is in a gimbal lock), it seems?
Both sun and IES is represented in Octane as a vector (so requires 3 dimensions). In Poser, an infinite light only needs 2 angle (Alt & Az), but this gets converted to 3 vector dimensions.

Paul

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Sun Dec 30, 2012 9:38 pm
by face_off
This is the next set of changes made for the next release (see previous post above for the first batch).

- The imager, kernel, resolution, environment, postprocessing and camera setting can now be individually reset. Rightclick over these node for the reset to defaults option
- The main setup dialog can now be stretched lengthwise - drag the dialog border to increase it's size
- Copy/Paste are now the first items on the rightclick menu
- If you have progressive save ON, you can now RIGHTCLICK the viewport to instantly display the previous progressively saved render. This will only work if you have progressively saved a render whilst the viewport is open.
- Fixed issue where sometime the render would not start after opening the viewport
- Moving a light which has an emitter attached (from the Create Emitters For Lights script) now trigger a refresh of the emitter prop position if Auto Refresh is ON
- You can now save all material for a given figure back to the Poser Material nodes. Rightclick the mesh, and select "Save all Materials for this Figure/Prop as Poser Materials"
- "No Handler" warning msg is now suppressed when clicking the "Image File Statistics" button when there are HDR images in the scene.
- You can now delete all Octane nodes that reference a ceratin file. Rightclick the image, alphaimage or floatimage node in Material Tab contianing the file to be removed, and select "Delete all nodes referencing [filename]"
- Color picker - now includes HSV sliders.

I will do the final batch of mods in a few days and then release it. If you noticed your "MUST HAVE" change is not included in the above two lists of changes done already, let me know and I'll make sure it makes it into the final batch. The final batch will include loading geometry which contains polys with 2 vertices, better folder remembering, and fix importing a scene.

Paul

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Mon Dec 31, 2012 12:32 pm
by Zay
Sometimes after adding a texture environment, the Gamma slider for the texture seems to get stuck or not responsive for a while. It can happen right after changing the texture or playing with the scales.

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Mon Dec 31, 2012 1:17 pm
by wimvdb
It happens quite often that the viewport (and pluging window as well) open behind posers own windows. I have Posers preview window and the parameter palette set as permanent non-docking. In the beginning (2 months ago) this was not the case. It has been introduced in a later build.
Not a big problem, just a minor annoyance

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Mon Dec 31, 2012 3:35 pm
by Erick
I totally forgot to report back a little issue I have with ver. 1.02p

When I set up a scene in Poser, it often happens to me, that the scene will exceed the limits of my video card (GTX 570 / 1,2GB).
In this case, after starting the Octane plug in, a system window popped up, telling me that the card wasn't able to allocate enough memory, to handle all of that (sorry, I don't know the exact words, but it was something to this extent). The plug in then closed itself and I found myself back in Poser, where I could adjust the scene again.
If this happens now, with ver. 1.02p, I still get the same message, but at the same time Poser crashes completely now. There's no chance any more to do anything with Poser, beside re-starting it.
Does this happen to others, too?

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Mon Dec 31, 2012 4:18 pm
by mlru
face_off wrote:
But I'm confused about the three axis. Shouldn't 2 be enough? At least one doesn't have any effect (or is in a gimbal lock), it seems?
Both sun and IES is represented in Octane as a vector (so requires 3 dimensions). In Poser, an infinite light only needs 2 angle (Alt & Az), but this gets converted to 3 vector dimensions.

Paul
Ugh - I see.
But that's not very - intuitive .... and pretty much unusable in some cases, me thinks :cry:
(I can't calculate the vector of a sun ray on a given location and time on a globe, including the transformation of the degrees into a scale of -1...0...+1 :mrgreen: )

And to add to the bug report:
When importing a figures materials with the option 'retain existing imagemaps' my setting of the sss-map get's replaced by the diffuse map of the original instead of the image in the exported setting (assuming, there was no special setting to that node before).
In this case I think the import should add the exported setting to a node unless this isn't occupied already.
I hope, I explained that understandingly...

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Mon Dec 31, 2012 7:31 pm
by wimvdb
Another one
If you select a different item with the material names identical to the active item, the new item does not get selected
Example:
You have "beerbottle1", "glass" material selected
Now you click on the bottle next to it called "beerbottle2" with the same "glass" material, it does not get selected
You have to click on another item with a different name and then select "beerbottle2" again and will become the selected material

Usually not a big thing - except when you have 50 bottles to select

Re: OctaneRender® for Poser beta - build 1.02p [TEST]

Posted: Mon Dec 31, 2012 8:07 pm
by Zay
Running out of memory will give a cuda error and then the plugin shutsdown and everything is lost if you haven't saved the materials. Isn't it possible to have the plugin running after the cuda error and just delete some stuff in Poser to free up some ram and then continue to render or change the cuda device with more ram?

When you run out of memory on one card and get the cuda error, it is not possible to switch to the other card that has enough memory. It will only stay on the first device and keep giving you the cuda error even though you have switched the device.

Code: Select all

...
DEBUG:root:Applying Cuda Settings
DEBUG:root:Cuda Error : CUDA error 2 on device 0: The API was unable to allocate enough memory to perform the requested operation.
DEBUG:root:Closing settings window - clearing callback
DEBUG:root:Closing settings window - saving window locations
DEBUG:root:Closing settings window - closing viewport
DEBUG:root:Closing settings window - reseting project
DEBUG:root:Closing settings window - destroying window