OctaneRender™ Standalone 3.06 TEST 2

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FrankPooleFloating
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Well, first of all smicha, do you sleep? How the eff you got time to...... never mind. :shock:

I saw nothing in that thread in regard to displacement, which has separate needs than ordinary textures, if I am not mistaken...

And like the other guys said, I really need this in my (LW) plugin -- but even more importantly, this needs to be implemented in a way that us LightWave folk can do LW procedurals into a texture image node, or that script would be of limited use. It's better than nothing for sure, if it could be brought into LW etc (and do displacements), but this needs to be a true feature of Octane's core, imho.. So please Marcus & Co, do not count this one as answered.

Edit: I just remembered that we already have this ability (random textures on instances, in addition to random RGB Spectrum, but not on displacements), since Juanjo was able to make this work in LW doing the following: [1] various texture images are plugged into Gradient2 texture at separate keys (with Interpretation set as Constant) [2] Octane RandomColor Texture node plugged into Gradient2 Input Texture. [3] Gradient2 node plugged into Octane Material > Diffuse, etc.. and we have had this for a good while.
Last edited by FrankPooleFloating on Tue Feb 28, 2017 10:57 pm, edited 7 times in total.
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Elvissuperstar007
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Please add engine support particles of life, Particle not functional at all without this feature

Don't works movable proxy for particles when particles deletes from scene.
Don't works animated bitmap "Syns Frame to Particle Age" with particles.
integration developers responded that this function is not in the engine, they can not be implemented without stendelon version
a year ago we wrote about it repeatedly. We can not realize the elementary rain
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FrankPooleFloating
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And it is also important to emphasize that this is all about World Space Coordinates spanning across instances' displacement texture. If this feature were available, I (we) could have one lumpy grayscale image plugged into displacement, choose world rather than local, and blammo!!.. Every last dog turd (etc) would be shaped completely different than the poo next to it...
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smicha
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FrankPooleFloating wrote:And it is also important to emphasize that this is all about World Space Coordinates spanning across instances' displacement texture. If this feature were available, I (we) could have one lumpy grayscale image plugged into displacement, choose world rather than local, and blammo!!.. Every last dog turd (etc) would be shaped completely different than the poo next to it...

Correct Frank - we need the Coordinates for displacements to work. +10^80 for this feature.
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justix
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To test the AS I'm noticing that the orbx imported in the new 3.06 test 2 does not correctly import textures and it has problem with exposure or something wrong..values are the same but the image is definitely darker..
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This is what I have in my 3dsmax Otane latest build
This is what I have in my 3dsmax Otane latest build
3.05.3.gif
3.06-2.gif
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smicha
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A friend of mine told me today that he has some problems with index (of refraction if I remember well) while importing orbx and materials are imported as glossy and are too dark as a result.
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abstrax
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justix wrote:To test the AS I'm noticing that the orbx imported in the new 3.06 test 2 does not correctly import textures and it has problem with exposure or something wrong..values are the same but the image is definitely darker..
Could you please send me the scene? Thank you.
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haze
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smicha wrote:A friend of mine told me today that he has some problems with index (of refraction if I remember well) while importing orbx and materials are imported as glossy and are too dark as a result.
This is likely a result of us trying to make the octane's obj importer smarter. OBJ is just such a mess that it's hard to determine what kind of material it tries to specify. If you can send us an orbx like this or an obj that is imported as glossy instead of diffuse then we can take a look.
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justix
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abstrax wrote:
justix wrote:To test the AS I'm noticing that the orbx imported in the new 3.06 test 2 does not correctly import textures and it has problem with exposure or something wrong..values are the same but the image is definitely darker..
Could you please send me the scene? Thank you.
There you go : )
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test_bath.rar
orbx file
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Yan
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CUDA error 700 for me too in Standalone and Cinema 4D Plugin with various scenes.

Have to restart software and after 2-3 LV refreshes it appears again. :(

MacOS Sierra with external BizonBox GPU - GTX 980TI.

Everything works fine in 3.0.5.

Hope this can be fixed soon.
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