OctaneRender™ 2019.1.4

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
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funk
Licensed Customer
Posts: 1206
Joined: Mon Feb 07, 2011 1:24 pm
Location: Australia

Bug: Dirt texture stops working when material is plugged into a composite material node
composite_material_breaks_dirt.png
1. Select the render target to start the render. You'll see a teapot with a dirt material
2. Open the mat1 nodegraph and plug the output of the composite material node into the input of the "material out" node

RESULT: The dirt texture stops working

If I use a mix material instead of a composite, it works
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J.C
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Posts: 1849
Joined: Thu May 13, 2010 6:35 pm
Location: Wrocław

Sun position can be chosen as a value for non related properties:
interface bug.png
Image resolution can be chosen as a value for non related properties:
interface bug2.png
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System – Windows 11
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

funk wrote:I'm trying to load a previous orbx, which had animated displacement. I noticed that scrubbing the timeline is not updating the displacement now.

1. Load the attached orbx
2. Make sure youre at frame 0, and click the render target to start rendering
3. Look at the "wire" pass, so we can see the displacement clearer
4. Scrub the timeline to frame 60

NOTE: At this point, the displacement is actually wrong. Take a screengrab or copy the image to clipboard so we can use it later for comparison.

5. Press stop
6. Press start to start rendering again

The displacement has now updated and looks correct.
animated_displacement_test.png
Thank you for the report. It will be fixed in 2019.1.5.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

funk wrote:I'm seeing a new error in the log: "Tried to access null node"

While this is not obvious in standalone, the modo plugin pops up a dialog box every time a log error appears

1. Load the orbx
2. Go to window > create log window
3. Right click the glossy material > render

A log error appears:

Started logging on 12.11.19 21:59:25
OctaneRender Enterprise 2019.1.4 (6000400)
Tried to access null node
This will be fixed in 2019.1.5. Thank you.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Bulwerk wrote:Is it possible to drive bend weight in the displacement mixer via vertex maps?
I'm using C4D and Octane of course it would be great to be able to use fields driven vertex maps as in this way.

Can this be implemented?

See my post in the C4D plugin forum outlining the issue.
viewtopic.php?f=85&t=73152&p=372360#p372341
Vertex attribute support for vertex displacement will be added to 2020.1 (it's not done yet but very high on our to-do list).
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

samsue wrote:gpu fails scenes that were perfectly functioning in the previous version ...
Please send me a scene where that happens and we will look into it as soon as possible. Thank you.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
OctaneRender Team
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Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

J.C wrote:Sun position can be chosen as a value for non related properties:
interface bug.png
Image resolution can be chosen as a value for non related properties:
interface bug2.png
That's a side-effect of how the node system works at the moment: We currently don't distinguish between different float value nodes and the sun direction node behaves like a float node, since it is just a vector (/direction) with a fancy interface.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Zay
Licensed Customer
Posts: 1123
Joined: Sun Jan 17, 2010 2:53 am

Yesterday I upgraded 1 of my the licenses as it will expire in 2 days. But when I try to sign in, it picks the wrong license.
How do I get it to pick the one I just upgraded?
Win 11 Pro | i5 12600K | 32GB ram | 2x GTX 1080Ti + 3080Ti - studio driver 560.94| Modo/Blender/ZBrush/Daz/Poser
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abstrax
OctaneRender Team
Posts: 5506
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

Zay wrote:Yesterday I upgraded 1 of my the licenses as it will expire in 2 days. But when I try to sign in, it picks the wrong license.
How do I get it to pick the one I just upgraded?
I don't think you can since Octane doesn't pick a license, but the OctaneLive server does. And as far as I know it will just pick the first one available it can find. I will make a request to our server people to always distribute licenses with a higher expiry date first.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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haze
OctaneRender Team
Posts: 1003
Joined: Sun Feb 08, 2015 8:57 pm

J.C wrote:Intersecting volumes still have rendering issues on its boundaries.
vdb intersecting issue.png
You have alpha shadows disabled - in this scenario you should enable it.

Fundamentally in order for volumes to overlap correctly you can't have black shadows, because the one volume would occlude the other. To 'fix' that scenario, we could make the exception that volumes don't cast black shadows; but then you would also lose black shadows on other geometry from volumes.
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