OctaneRender™ Standalone 1.22

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xxdanbrowne
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Actually... I've been thinking about how you *could* make an animation though you'd need loads of video ram....

Since transformation *is* allowed you could have each "frame" out of view and swap in and out the frames by translating them in at the appropriate frame. It *ought* to work.
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steveps3
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Is it worth me uploading my scene so that you guys can take a look? I don't know whether it is the Blender exporter that is causing the problem, the number of materials or some other unexplained reason.

I'd be interested to see how many samples/sec you can get. My lowly 2 x 560ti cards are managing 0.94M samples :(
(HW) Intel i7 2600k, 16GB DDR3, MSI 560GTX ti (2GB) x 3
(SW) Octane (1.50) Blender (2.70) (exporter 2.02)
(OS) Windows 7(64)
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radiant
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Agian, whats the difference between the "inputs" and "outputs" to the normal nodes such as int, environment etc
I guess that are they useful for?
Win8 Pro 64bit ULT|Intel Core i7 3930K|3.20 GHz|32 GB RAM|GTX 590|UD5 2011 socket||2x TB HD||Master Cooler HAF X||Blender 2.6||Maya 2012||Octane|
manalokos
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It would be nice to be able to reorder the mesh ports in custom or alphabetical order.
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roeland
OctaneRender Team
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aptoverde wrote:hi... the attached exocortex crate exported file from max load fine in octane 1.21 but with no material because all come with the same name (in max are standard with different names) and get merged... but now in octane 1.22 gives an error loading the alembic file...
file unit is cm and have a animated camera...
thanks a lot
I found the problem, this should load properly in the next release.

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Roeland
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abstrax
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radiant wrote:Sorry for a basic question,
but what is the difference between, lets say a normal "bool" value node and a "bool in/out" node.[/quote/
All input / output linker nodes provide an "interface" to a node graph. Usually you can connect only nodes that are in the same node graph, but linker nodes allow you to connect nodes inside a node graph with nodes outside of the node graph.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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roeland
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steveps3 wrote:Is it worth me uploading my scene so that you guys can take a look? I don't know whether it is the Blender exporter that is causing the problem, the number of materials or some other unexplained reason.

I'd be interested to see how many samples/sec you can get. My lowly 2 x 560ti cards are managing 0.94M samples :(
Yes, it is probably worth it, as we don't see this behaviour in any other scenes. Are these scenes saved by an older version of Octane or are they written by the unofficial Blender exporter?

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Roeland
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roeland
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gardeler wrote:It seems like the focus distance cant be read from the alembic camera? I have a camera that is exported from maya, and it does not seem to read the animated focus distance value. If I read the alembic back into maya, it has the correct animation on it.
How do I control the focus if using an alembic camera? I have a deadline approaching, so please help!

Thanks
The focus distance is read, but you need to make sure the units are set up correctly. Try to export the scene using meters as unit, or otherwise in Octane select the abc archive node, then in the node inspector click the settings button and pick another unit.

The problem here is that alembic requires applications to use a certain unit to specify the camera focus distance, but the camera position and geometry size can be in any unit. So usually there is some mismatch between these two. It is impossible for Octane to get the correct distance if the unit set up in Octane is wrong.

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Roeland
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roeland
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arh-osa wrote:Thanks!
Color linearization now works great! :)
But there's one more issue in a material picker (in both 1.21 and 1.22). It grabs a pixel at the center of the cursor, not at the pipette tip. :?
I can't reproduce this here, at least on Windows 7 it correctly picks a material at the pipette tip here. Are you also using windows 7?

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Roeland
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roeland
OctaneRender Team
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FrankPooleFloating wrote:Whoa. Hold on a sec... does Alembic completely bypass the need to reload scene on every frame for animations?!!!

If this is the case, somehow, this totally flew under my radar!.. that does make sense... and I could certainly understand your reasoning.. hell, that actually makes it a no-brainer. Onward ho!
At the moment for camera animations: yes it does. Doing a batch render is not possible with the build-in functionality of Octane yet, but it can be easily done with a Lua script.

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Roeland
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