Hello!
I just realized I can´t rotate a HDR-texture environment. Prior to this release I think there were controls in the blender environment menue. Now, the way to go should be to connect a rotation transform node to the texture node that contains the hdr map in the node editor. Well, there is a transform input on the node, but in the environment texture mode in teh node editor you can´t create transform nodes.... What have I missed (hopefully)?
Thanks
::mb
OctaneRender™ for Blender 1.27 - 3.1 beta Win [OBSOLETE]
Jim thank you ... i cant get it working.
Could someone check what i am doing wrong here?
http://www.pasteall.org/blend/26686
Thanks!
Could someone check what i am doing wrong here?
http://www.pasteall.org/blend/26686
Thanks!
WIN7 64bit • 32GB DDR5 RAM • Intel i7 6x4GHz • GeForce GTX780 • Blender
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
Why is this working for you?mib2berlin wrote:Hi, work fine here, switch to 100000 particles is only 250MB peak.
Does preview render work?
I can render realtime with 30000.
CHeers, mib.
My result is (in preview as like as in rendered):
WIN7 64bit • 32GB DDR5 RAM • Intel i7 6x4GHz • GeForce GTX780 • Blender
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
I am on Linux and use the older build.
Will test on windows later with latest version.
Cheers, mib.
Will test on windows later with latest version.
Cheers, mib.
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
- mib2berlin
- Posts: 1194
- Joined: Wed Jan 27, 2010 7:18 pm
- Location: Germany
Jim, dafassi, Spock
, Particle objects are not working with OctaneRender™ for Blender 1.27 - 3.1 beta Win if you change to scatter or movable proxy.
Dafassi, if you change back to Global it work but take about 10-15 seconds to transfer.
Is working with the last Linux version.
Cheers, mib.

Dafassi, if you change back to Global it work but take about 10-15 seconds to transfer.
Is working with the last Linux version.
Cheers, mib.
Opensuse Leap 42.3/64 i5-3570K 16 GB
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
GTX 760 4 GB Driver: 430.31
Octane 3.08 Blender Octane
The viewport realtime rendering is working like a charm. But i encounter some update problems when i change uv coordinate mapping of objects which contain 'octane image texture' in the node editor. The position of the rendering does not change, but the rendering context restarts from sample 0. I got a work-around by storing the blender file and restart blender. This updates also the texture coordinates for the rendering. Has anyone else this issue?
Where can i submit a bug report?
System specs:
Windows 8.1
Nvidia driver 331
GTX 760 OC Windforce
Octane for Blender 1.27 beta
Octane Server 3.1 beta
Where can i submit a bug report?
System specs:
Windows 8.1
Nvidia driver 331
GTX 760 OC Windforce
Octane for Blender 1.27 beta
Octane Server 3.1 beta
Hello
Any one out there using IES lights and figured out how to control them in the current release?
In the previous version the rotate and scale options were integrated in the float image and texture emission nodes. Now I assume you have to plug in the transform and projection nodes in order to get the same functionality.
The issues I encounter are that when scaling the light it behaves strangely (see image and the hole that appears in the center). Also, the ies light and the plane must be rotated with the exact amount, or you get a strange light leakage that did not appear in the previous version. In the attached image the plane is rotated 10 degrees in the z axis regarding to the ies lights rotation node, and you can see the result of the light leakage on the walls.
Have I connected the nodes the wrong way, or is it simply not working yet?
I have tried to find information about the new projection nodes in the forums and on the rest of the web with no luck. I would really appreciate if any one could point me in the right direction , if there are any...
EDIT:
So, I finally found this: http://render.otoy.com/forum/viewtopic.php?f=51&t=38161. The transform node that should be used for IES-lights is the spherical one. This takes care of the bleeding that I experienced. I still have not found a solution for the scaling of the light.
Thanks
Any one out there using IES lights and figured out how to control them in the current release?
In the previous version the rotate and scale options were integrated in the float image and texture emission nodes. Now I assume you have to plug in the transform and projection nodes in order to get the same functionality.
The issues I encounter are that when scaling the light it behaves strangely (see image and the hole that appears in the center). Also, the ies light and the plane must be rotated with the exact amount, or you get a strange light leakage that did not appear in the previous version. In the attached image the plane is rotated 10 degrees in the z axis regarding to the ies lights rotation node, and you can see the result of the light leakage on the walls.
Have I connected the nodes the wrong way, or is it simply not working yet?
I have tried to find information about the new projection nodes in the forums and on the rest of the web with no luck. I would really appreciate if any one could point me in the right direction , if there are any...
EDIT:
So, I finally found this: http://render.otoy.com/forum/viewtopic.php?f=51&t=38161. The transform node that should be used for IES-lights is the spherical one. This takes care of the bleeding that I experienced. I still have not found a solution for the scaling of the light.
Thanks
Last edited by Marten74 on Thu Feb 13, 2014 6:55 am, edited 2 times in total.
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
- Contact:
Hi Jim, three things,
Sometimes the emitters don't work anymore, duno in what situation but it happens quite often and I have to restart the server to fix it.
The objects particles are not render anymore when setting the object to scatter.
Shouldn't the result in the viewport when I'm in camera view be quite the same as the result when rendering ? I get much darker results, see below :
Edit : I think I found the problem, the gamma value set for the camera is used the same way in the viewport session and during rendering, when gamma is set to 1, in the viewport it seems to use the value 2.2, if I change it to 2.2 in the camera settings, the render gives the same result as the viewport.
Viewport Render
Sometimes the emitters don't work anymore, duno in what situation but it happens quite often and I have to restart the server to fix it.
The objects particles are not render anymore when setting the object to scatter.
Shouldn't the result in the viewport when I'm in camera view be quite the same as the result when rendering ? I get much darker results, see below :
Edit : I think I found the problem, the gamma value set for the camera is used the same way in the viewport session and during rendering, when gamma is set to 1, in the viewport it seems to use the value 2.2, if I change it to 2.2 in the camera settings, the render gives the same result as the viewport.
Viewport Render
Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be