OctaneRender® pre-Beta 2.4 (win x64) [OBSOLETE]

A forum where development builds are posted for testing by the community.
Forum rules
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.
Post Reply
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

My best Guess is use 2 emitters.1 set to zero and the other set to full opacity at the same X/Y/Z coordinates.
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
User avatar
matej
Licensed Customer
Posts: 2083
Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Jaberwocky wrote:My best Guess is use 2 emitters.1 set to zero and the other set to full opacity at the same X/Y/Z coordinates.
Wouldn't that re-introduce the darkness?
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
User avatar
oguzbir
Licensed Customer
Posts: 715
Joined: Fri Jun 25, 2010 12:30 am
Contact:

matej wrote: That's a semi-useful hack. And if you need to see the emitter?
That has to be corrected. Currently I thought that might help ones who are suffering.

From what I am currently testing,
In order to see the caustics passing through a specular material, that is lit with a emissive material you have to make the material not transparent. but to see the alpha shadow it has to be zeroed out..

So it is between the devil and deep sea :)
Hope to have the fix soon.
My Portfolio
windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
infernoVFX
Licensed Customer
Posts: 92
Joined: Fri Oct 15, 2010 4:48 pm

Hi everyone,

This 2.4 ver is slightly faster than 2.3 v5 (around 10% faster) on my gtx 580. I use 263.09 drivers, i didn't have any dark lines nor problems displaying actual number of cuda cores, so i guess this speed improvement is due to cuda 3.2 implementation (on my system 2.3 v5 is also using all 512 cores so there's no difference there....)

Here's some test images:
Octane-2.3_v5.jpg
06:16 = 376 sec
Octane-2.4.jpg
05:42 = 342 sec

All the best,
Voja
Asus rampage III extreme, i7 950 OC 4GHz, Kingston 12GB DDR3, WD VelociRaptor 300gb, 2x WD Black 640gb, Asus ENGTX 580//
Gigabyte P67A UD7 B3, i7 2600K OC 5GHz! Mushkin Blackline 16GB DDR3, OCZ vertex3 SSD, WD black 1TB, MSI GTX 580 lightning OC 993MHz!
User avatar
Proupin
Licensed Customer
Posts: 735
Joined: Wed Mar 03, 2010 12:01 am
Location: Barcelona
Contact:

lol still no file name and path in Octane render window title... well, next time
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
sublime
Licensed Customer
Posts: 93
Joined: Thu Mar 18, 2010 9:31 am

@matej:
That's a semi-useful hack. And if you need to see the emitter?
Photoshop it..!!
lol
my humble spec: Quad Cores Q6600 @ 2.4 Ghz, 2GB, GeForce GTX 460 (x2), winXP 32 bit, 3DS MAx 2009
dadou351
Licensed Customer
Posts: 92
Joined: Tue Jul 13, 2010 7:43 am

Excellent build :D

The next version 2.5 --> displacement ? lol

good work !!!
msciwiarski
Licensed Customer
Posts: 44
Joined: Wed Nov 17, 2010 1:56 pm
Location: Poland

Hi,

Octane 2.4 still has unexpected crashes when I try to manipulate with node connection in graph editor :(

cheers

Michal
Hardware: Core2Quad Q9650, Asus P5Q Deluxe, GeForce GTX580
Software: Windows 7 Ultimate x64, Sketchup 8, Blender 2.56, Octane 2.4
colorlabs
Licensed Customer
Posts: 209
Joined: Sun Aug 08, 2010 2:53 pm

Great to see a release made!! Exciting new stuff!

Just a note, on my Palit 460 2GB I'm seeing a 12-21% speedup in pathtracing - 1.25 in benchmark to 1.41 w/alphashadows, 1.51 without. Not bad, but not I seem to remember a 50% increase was suggested :)
Mac OS X 10.8.0 | ASUS GTX 580 1.5GB | MSI GTX 470 | ATI Radeon 6870 | Core i7 2.9Ghz | 16GB
User avatar
abstrax
OctaneRender Team
Posts: 5510
Joined: Tue May 18, 2010 11:01 am
Location: Auckland, New Zealand

oguzbir wrote:
Elvissuperstar007 wrote:luminescent materials do not pass through the alpha channel! ((
@Elvissuperstar007

I made it work man. :)
If you happen to make the opacity of the Emissive material to 0 (zero)
than you will see the alpha mapped shadow. :D
Its good to solve it without the need of a new release. :)

See below.
Thanks man! That gave us the actual hint, where the problem lies: The light is shadowing itself... That should be solvable.

Cheers,
Marcus
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
Post Reply

Return to “Development Build Releases”