OctaneRender™ Standalone 2.21.1

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augdalmo
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Hi Abstrax

I have encountered a boring problem, as I change the kernel, the node graph change but not the name.
As you can se in the attached images...the name of node isn't updated.
Attachments
DL - PMC
DL - PMC
DL - PT
DL - PT
DL - DL
DL - DL
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whersmy
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kind of same thing here, a material named changes to its original name when rebooting a scene in standalone
Attachments
name_gone.jpg
Octane 2022.1.1 nv535.98

x201t - gtx580 - egpu ec
Dell G5 - 16GB - dgpu GTX1060 - TB3 egpu @ 1060 / RTX 4090

Octane Render experiments - ♩ ♪ ♫ ♬
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abstrax
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whersmy wrote:kind of same thing here, a material named changes to its original name when rebooting a scene in standalone
Unfortunately I don't understand what the problem is here. Could you please describe exactly which steps you do and what happens and what the expected outcome would be? Thanks.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
augdalmo
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abstrax wrote:
whersmy wrote:kind of same thing here, a material named changes to its original name when rebooting a scene in standalone
Unfortunately I don't understand what the problem is here. Could you please describe exactly which steps you do and what happens and what the expected outcome would be? Thanks.
Hi Abstrax
I think the problem was in the plugin for C4D because I have noticed this problem occur only when the scene was exported in Standalone with the command "Edit in Standalone"
Indeed in the plugin I have encountered a similar behaviour, if I select the kernel on LV then in the setting it isn't update immediately, I need some click on both before they match.
Attachments
The Kernel doesn't match
The Kernel doesn't match
MattRM
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Woawwww !!! the out-of-core released !!! wait from ages for this !!!
Thanks you very much !!!!

Matt
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inlifethrill
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Hey guys,
seriously good work on the engine, the c4d implementation is rock solid as well!

Nevertheless, I have a question about certain behaviour.See the image attached.

The first file rendered is a flat beauty image. Then that very same composition is broken down to layers by using the render layer system.

Can anyone come with an explanation why do the render layers, which have just a few pixel of data in them, take the same time to render as the full on flat image? I realize there is some solid math behind all this but I really wish there is a way to optimize the render time when using render layers so that it matches the amount of pixels actually being rendered. Otherwise this is pain..

Thanks.
Dobs
Attachments
2.PNG
Last edited by inlifethrill on Mon Feb 16, 2015 12:35 pm, edited 4 times in total.
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stratified
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inlifethrill wrote:Hey guys,
seriously good work on the engine, the c4d implementation is rock solid as well!

Nevertheless, I have a question about certain behaviour.See the image attached.

The first file rendered is a flat beauty image. Then that very same composition is broken down to layers by using the render layer system.

Can anyone come with an explanation why do the render layers, which have just a few pixel of data in them, take the same time to render as the full on flat image? I realize there is some solid math behind all this but I really wish there is a way to optimize the render time when using render layers so that it matches the amount of pixels actually being rendered. Otherwise this is pain..

Thanks.
Dobs
Hi there,

I will try to explain. Even though you might see an almost empty scene. For all those empty pixels, paths are still traced to calculate the shadows and reflections from the object(s) in the active layer. We calculate exactly the same scene but we split the result over several render results:
Beauty pass
Beauty pass
Shadows are calculated even though not visible in the beauty pass.
Shadows are calculated even though not visible in the beauty pass.
Reflections are calculated as well even though not visible in the beauty pass.
Reflections are calculated as well even though not visible in the beauty pass.
The idea is that you have your objects properly cut-out (without all the headaches caused by masking out) together with the shadows and reflections. That way you can immediately take all your results and compose them onto something else.

That's why it roughly takes the same time. If you only need the isolated objects, you can use the "Visibility only" on the render layer node. This won't calculate shadows and reflections and speeds up things. Note that the speed increase will always be slightly less than if the object wasn't there in the first place (because the camera ray still needs to be traced to see if we hit an object).
The visibility only option as seen in the Standalone.
The visibility only option as seen in the Standalone.
I hope this makes things a bit clearer?

cheers,
Thomas
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inlifethrill
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It is what it is then. Thank you Thomas.
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Refracty
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Render bigger resolutions then 16384 pix width

Hi I have found the resolution preset for gear vr stereo which is 18432 but octane only accepts a resolution smaller then 16385 pixels.
Any ideas why there is this limit when there is the preset available?
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abstrax
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Refracty wrote:Render bigger resolutions then 16384 pix width

Hi I have found the resolution preset for gear vr stereo which is 18432 but octane only accepts a resolution smaller then 16385 pixels.
Any ideas why there is this limit when there is the preset available?
You can render larger resolutions, the problem you stumble over is probably that the OpenGL render viewport can't display larger renderings than 16K^2 pixels. Just switch to the software viewport and off you go.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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