Page 4 of 7
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Mon Jul 07, 2014 6:51 am
by 00Ghz
Tried it doesn't work at all.
Ah yes, JimStar the way transform node is set up now you can't assign individual float/int nodes to each scale/rotate/translate values.
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Thu Jul 10, 2014 12:48 am
by RealityFox
When you change the X value in the full transform node, did you make sure to put it like .2 or .3? Rather than 1 or 3 or 4 etc. The increments need to be below 1. Doing it with full numbers just causes the environment to spin in 360.
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Thu Jul 10, 2014 4:03 am
by ephdot
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Thu Jul 10, 2014 6:06 pm
by 00Ghz
RealityFox wrote:When you change the X value in the full transform node, did you make sure to put it like .2 or .3? Rather than 1 or 3 or 4 etc. The increments need to be below 1. Doing it with full numbers just causes the environment to spin in 360.
Ok. Found the answer.
No idea why this in the translation and not rotation node. Makes no sense.
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Mon Jul 14, 2014 2:20 pm
by dono
Hello,
I have a new bug with octane. It works before and i don't know what happens...
One unique frame render well, but in animation render, octane render frame 1 but crash at frame 2.
The bug is when animation mode is on FULL. It works when animation mode is camera only.
Octane: ERROR loading mesh. Server response:
Can't connect node 'tabouret' (NT_MAT_GLOSSY, 00000000384F51F0) to static pin 'geometry' (P_GEOMETRY, type PT_GEOMETRY) of node 'tabouret__part___m__' (NT_MAT_MAP, 00000000060E0C20)
The mesh tabouret has no problem, and i don't understand this bug that crash octane. When i render frame 2 not in animation, it works well.
Thanks for help or advice !
OctaneRender™ for Blender 1.55 - 4.10 beta Win
Blender Octane Edition - 1.55 - 4.10 beta (2.70)
Windows 7
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Mon Jul 14, 2014 11:47 pm
by ROUBAL
No idea why this in the translation and not rotation node. Makes no sense.
As an image used for environment is a 2D surface wrapped around a sphere, it makes sense imho. It is much more accurate an useful to use Translate X and translate Y to move the texture.
This way, knowing your resolution, you can easily move your texture of a certain amount of pixels if required.
If you had a Rotation cursor instead, you would have to use sin or cos to calculate an approximative value !
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Wed Jul 16, 2014 8:00 am
by aLeXXtoR
Guys, I have stuck with some issue and I can't find the answer: what should I do before export to alembic for this additional inputs to appear?
I've never thought about it, but now I've found out that can't find out why some exports generate this inputs and others don't...
I also can't find an input to adjust the aperture value for the alembic scene (I remember, that it was possible earlier).
It it me who does something wrong, or it is the new normal behaviour of the exporter?
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Sat Jul 19, 2014 3:08 am
by aLeXXtoR
aLeXXtoR wrote:Guys, I have stuck with some issue and I can't find the answer...
Forget it... ))

Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Sun Jul 27, 2014 3:38 am
by e880291
the new verson support "Hair or fur"? (OctaneRender™ for Blender 1.55 - 4.10 beta)
Re: OctaneRender™ for Blender 1.55 - 4.10 beta Win [TEST]
Posted: Sun Jul 27, 2014 5:21 am
by 00Ghz
Yeah, been waiting for 2.0 update. Need region border