
OctaneRender® 1.024 beta 2.45 (lin/mac/win) [OBSOLETE]
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NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
NOTE: The software in this forum is not %100 reliable, they are development builds and are meant for testing by experienced octane users. If you are a new octane user, we recommend to use the current stable release from the 'Commercial Product News & Releases' forum.
- Jaberwocky
- Posts: 976
- Joined: Tue Sep 07, 2010 3:03 pm
I tried out a hot pixel test on a class room scene.Stuck in a black ceramic tiled floor ( not normally something you'd see in a classroom
).with daylight into one side of the room and diffused painted walls.Normally a recipie for lots of Fireflies.There were some but overall not as bad as i expected over a cooking process of 21000 samples / 1.5 hrs.The attached has not been altered in anyway and the hot pixel removal tool was not used so that you can see the outcome.

CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
Great release, thank you!
I am missing the 'tool tips' when I hover over material outputs (of the obj node)
I am missing the 'tool tips' when I hover over material outputs (of the obj node)

Yes, it do not work well. I cannot manage shoot the same render compare to a look from my window in real world. Direction and length of shadows in render are unexpected.ttaberna wrote: I was specting so much to have the sky/enviroment's north offset fixed, but, it is not!
Sorry my English.
Yes, thanks for the heads up. There was another problem, that is fixed now, too and will become available when we make the final beta 2.45 release. Sorry, for that. I really did some tests and don't understand, why it has been working before...mirobimbo wrote:Yes, it do not work well. I cannot manage shoot the same render compare to a look from my window in real world. Direction and length of shadows in render are unexpected.ttaberna wrote: I was specting so much to have the sky/enviroment's north offset fixed, but, it is not!

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Sorry, the missing icon quicktips must be a bug in the UI toolkit we use. We haven't removed them. We will investigate.adrencg wrote:Why do the material names not pop up on the main object node when doing a mouse over? I was so happy when you added that, now it's gone. Why take away something that's crucial to hooking up surface nodes? Is it possible to have a checkbox option have the material names visible on the node at all times?
---and I'm starting to realize, from the way you guys are talking that fireflies are just an unavoidable problem with unbiased renderers. It would be nice to have a definitive list of tips to avoid them, maybe stickied in one of the forum sections. The fireflies are a huge problem. Still.
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
As far as I can see, nothing has changed to previous versions. I have made a fix now, that when you drag a material from the LiveDB onto the node graph editor, it gets the name of the LiveDB entry and not the original name the macro had, when it was added to the LiveDB. I hope that is ok.garak wrote:Hi,
- when i add an material to a object node, the object node is given the name of the material. very annoying (many materials from livedb have the name "Material Macro"
- No tool tips when hovering over an node
Before:
After:
Cheers
Bernd
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Regarding the North offset: Yes you are right, there was another problem. I don't understand why I didn't spot it earlier, since I did some tests, but now it's working as it should and when we finalize the beta 2.45, the fix will become available.ttaberna wrote:Hey good one!
I was specting so much to have the sky/enviroment's north offset fixed, but, it is not!
Here it is a test.
Do the following to reproduce the bug:
-Open the ocs attached. You should see a top view of a plain containing one teapot and one sphere.
-Change the environment to daylight. The settings are the default, month 1 day 1 hour 14.00 and so on.
-Change the north offset, wonder about seeing it perfectly spining around (the good behaviour)
-Change the hour, let's say 9.00
-Try the north offset again, light is not spinning adecuately, and if you go again to 14.oo in the hour parameter, it gets completely nuts and show random illumination.
Another one:
-Maybe I am wrong but I thought the terminator effect was mended.(See the image attached)
Regarding the terminator shading: The self-shadowing was not changed. You still have to adjust the ray epsilon manually in your scene. In your case you would have to increase it. BUT in the past, increasing the ray epsilon introduced artifacts, behind the terminator. This is improved now (see http://www.refractivesoftware.com/forum ... =33&t=5851).
Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Regarding 1: Thanks for the heads up. That's fixed now and will become available with the final beta 2.45.Synthercat wrote:I got to leave office and go home so here are my 2 small bugs I found (DIDN'T Have much time to test about it)
1) on node : add -> materials -> pick something and then press the button that resets the cam (next to the rewind button) see what happened?
2) now go to the mesh preview environment and set float power to 0.0010 (minimum) where the heck is the light shown coming from?
PS. AWSOME release! To say that you just improved the UI is a major understatement. You made HUGE difference. Thank you Refractive team !!!
Regarding 2: The preview scene has now an emitter, which is always enabled and gives you a more realistic preview of the material. In the standard material ball camera setting, its in the top left corner, behind the camera

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
- tehfailsafe
- Posts: 229
- Joined: Sun Nov 07, 2010 9:27 pm
Can we get a quick more detailed rundown of how emissions have been changed? I'm definitely getting more fireflies in my scenes where I previously balanced the lights in 2.44.
I can't figure out what to fix to help get rid of the fireflies? power? distribution? efficiency? And how do these relate to each other? IE when I raise efficiency and drop power I get an almost identical lighting to when I set power high and efficiency low... Is that intended?
I can't figure out what to fix to help get rid of the fireflies? power? distribution? efficiency? And how do these relate to each other? IE when I raise efficiency and drop power I get an almost identical lighting to when I set power high and efficiency low... Is that intended?
windows 7 64 bit| GTX580 1.5Gb x2 | Intel 2600k @ 4.9 | 16gb ddr3 | 3ds max 2012