OctaneRender® 1.025 beta2.57 release [obsolete]

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Elvissuperstar007
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octane stops! ((
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matej
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@Elvissuperstar007, a very in-depth bug report :)

btw, a little annoyance introduced in this version: when you try to save the image, the browser now starts in <home> and in the last saved folder for subsequent saves (even if you open another project), while in previous versions it opened in the folder where the current project .ocs is located. The latter is IMO more useful.

Also, what are the chances that we on Linux get a preview for images in the filebrowser? It's not possible to use the native file browser (IIRC I saw guys on Windows with the native filebrowser in Octane)? And the files could be sorted with folders on top, instead all of them by alphabet with folders & files mixed together.
oct-browser-on-linux.jpg
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ROUBAL
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Well, maybe we could have the choice ?

For my own, I have always asked for the possibility of separating "INPUT" files and "OUTPUT" files. I mean separate the project files used to create the images and the rendered images themselves. Saving the rendered images in the project folder pollutes my disks with hundred of images.

I prefer to save all my renders in a specific folder. There is no need to manage into Octane with several OUTPUT folders (One dedicated to that task is enough) because you see immediately what project an image is linked to by the content of the image itself ! It is easy to copy or move the images afterward and paste them into a specific folder if required.
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evo
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Well, maybe we could have the choice ?

+1
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matej
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ROUBAL wrote:Well, maybe we could have the choice ?
Having a choice is the best option. A new setting in the "default locations".

Octane would just need to be able to understand relative and absolute paths together. I have all my textures in an absolute path, but I always save the renders relatively to the .ocs project that is currently open
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Q-Games
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First of all, thank you for this great update! :)
I have a question about the Z-Depth: how do I rescale the values to suit my scene? I have a landscape that is kinda big, and when I set the exposure to 0 the range of the grayscale doesn't cover the entire scene, half of it it's completely white... Isn't supposed to rescale the all scene to fit values between 0 and 1? Am I doing something wrong? :?
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MaTtY631990
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Hi Q-Games, playing more with the exposure will fix this if the values between 0 and 1 does not work. Try lowering the exposure value much lower than 0 to fix it. When you have it set as you need it, when exporting this pass it might it better to set as a 32bit EXR file so you can control better the range of light to dark in a post application.
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Q-Games
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MaTtY631990 wrote:Hi Q-Games, playing more with the exposure will fix this if the values between 0 and 1 does not work. Try lowering the exposure value much lower than 0 to fix it. When you have it set as you need it, when exporting this pass it might it better to set as a 32bit EXR file so you can control better the range of light to dark in a post application.
Hi MaTtY631990, what do you mean with lowering the exposure value lower than 0? The minimum exposure value I can set is 0.0010, it doesn't accept lower values, even if I type it in.
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roeland
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The current range is indeed inadequate for landscapes. We will fix this in the next release.

--
Roeland
MaTtY631990
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Q-Games wrote:
MaTtY631990 wrote:Hi Q-Games, playing more with the exposure will fix this if the values between 0 and 1 does not work. Try lowering the exposure value much lower than 0 to fix it. When you have it set as you need it, when exporting this pass it might it better to set as a 32bit EXR file so you can control better the range of light to dark in a post application.
Hi MaTtY631990, what do you mean with lowering the exposure value lower than 0? The minimum exposure value I can set is 0.0010, it doesn't accept lower values, even if I type it in.
Sorry, I made a mistake concerning the exposure. What you could also try in meantime until the next release is available, is to rescale your scene much smaller for the zdepth to have a better impact on your scene.
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