Does this issue happen in all scenes?Refracty wrote:I have responsivenes issues with the interface.
When I change material settings or reconnecting nodes the interface freezes sometimes for a few seconds ( 4s in PT 10+ seconds in DL).
Does anybody else has responsiveness issues with the new release and GTX 580s / 590s?
OctaneRender™ Standalone v1.0 beta3.03 [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.
Now that instances are an integral part of Octane, the question about how to vary material or texture look across the same group of instances should be addressed. We need a way to produce a value that is to be used as factor in texture / material mixing. There are at least three different ways the users should have at their disposal to produce this value:
- Its exported from the modeling app together with the instance transforms in the .csv file (this is the most important and a must have option)
- based on location of instance
- randomly generated by Octane for each instance
The below example is from Blender. Cycles now allows to use "object info" node, with various outputs upon which to calculate a factor value for each object. All the teapots have the same material assigned, but the diffuse color is varied based on their location (in this case, it could also be random or by some arbitrary object index): The color ramp is used to smooth transition and thus achieve even more diversity.
- Its exported from the modeling app together with the instance transforms in the .csv file (this is the most important and a must have option)
- based on location of instance
- randomly generated by Octane for each instance
The below example is from Blender. Cycles now allows to use "object info" node, with various outputs upon which to calculate a factor value for each object. All the teapots have the same material assigned, but the diffuse color is varied based on their location (in this case, it could also be random or by some arbitrary object index): The color ramp is used to smooth transition and thus achieve even more diversity.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
When instancing big complex objects (cars and buses in my rencent work) in Octane, if instancing is done by simply copying/pasting the obj node in the graph editor, the copy has its own materials settings, so it is easy to modify every thing that requires adjustments (color and texture).
For intensive instancing like vegetation, it is more difficult, but as procedural textures use the global coordinates, it is possible to create variations in grass fields, but more complicated to create neat differences colors from a tree to an other one for example.
For intensive instancing like vegetation, it is more difficult, but as procedural textures use the global coordinates, it is possible to create variations in grass fields, but more complicated to create neat differences colors from a tree to an other one for example.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
Global coordinates don't give enough control and are useless if the objects move. If, for example, you would want to render a specifically patterned carpet with instantiated strands, you can't do it without each instance having some value assigned to it, upon which you decide what color (or any other material param you want to modulate) the strand will be.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
Possible bug in Translation in Placement node :
When I type for example 7.0, click on an other node and come back to the previous one where I typed 7.0, the value is now 6.999998.
When I type for example 7.0, click on an other node and come back to the previous one where I typed 7.0, the value is now 6.999998.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
That's normal, because in computers decimal numbers representation is of limited precision. So for example if you multiply 2.0 * 2.0 (floats not integers), you can get 4.0 or 3.999999 or 4.000001, which is not exactly the same, but precise enough for our purposesROUBAL wrote:When I type for example 7.0, click on an other node and come back to the previous one where I typed 7.0, the value is now 6.999998.

SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- indexofrefraction
- Posts: 178
- Joined: Wed Jul 25, 2012 9:53 am
ahm, u want to say that in a computer 2 x 2 is 3.9999999 or 4.0000001 ?
wow, jeez and i thought they are more precise than us humans !

wow, jeez and i thought they are more precise than us humans !



Mac Pro (2012) 2x6 Core | 24GB | 1 x Geforce GTX580/3GB
Yeah, with floats you never know the exact value (like in case of integers). One common beginner mistake in programing is to use equality operator with floats in boolean statements, which sometimes work as expected, but usually doesn't 

SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
cgmo.net
- thiagobulhoes
- Posts: 77
- Joined: Wed Jun 02, 2010 8:10 pm
- Location: Brasil
- Contact:
so, there no answer by octane team about this question, isn't it?
Sorry, but I wholeheartedly disagree with this statement. The majority of computers and programming languages are capable of vast amounts of precision.matej wrote:That's normal, because in computers decimal numbers representation is of limited precision.ROUBAL wrote:When I type for example 7.0, click on an other node and come back to the previous one where I typed 7.0, the value is now 6.999998.