OctaneRender™ 4 RC 5

A forum where development builds are posted for testing by the community.
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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.
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Yan
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stmclygin wrote:I agree with all these guys. Ahmet does a great work but he is alone.. he always trying to help when he can...BUT 1 developer - for the one of most complex integration? Are you serious? ...
I buy R20 but i cant use it with R4 and R3 (very buggy and not stable)...WTF&& I switch back to r19 and cant using new awesome feature of r20
When you buy it you expect it to work, really...
Our loyalty to Octane is building with each successfully done projects , but it crushes with only one negative.. and Im always thinking its a bug or a limitation? If I'm just dealing with everyday posts in Instagram its good,who cares, but we are all in business, we have spent tons of $ on our equipment and we are expecting it would work perfectly.
I can't tell my clients to wait..We all have tough deadlines.. Always.. Otherwise they just choose another solution..
I don't want to be a tester of octane, im designer.. But how can we know about all these bugs??.. Answer is easy - Test it by yourself. Hire more testers and developers (what's wrong in this field? why it's so difficult?).
Octane is beautiful render BUT it need your help!!

Time is the most precious thing - so please don't steel it from us

ps want to thank Beppe for all his very quick support!
I subscribe. Please make octane work for us....especially c4d plugin. I am using Octane since V2 with C4D plugin and it's No1 in software crashes for me. I don't know if it's plugin or standalone fault but please don't force us to switch to other engines such as redshift. We appreciate all developers effort, but...
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, 4x EVGA GTX 1080Ti, Octane-for-C4D 4.x.x, Nvidia 398.82
Yan
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Cheiser wrote:We play beta testers. We paid for the product to work in it, rather than suffer from constant crashes and problems. Not in order to be free beta testers, or be a beta testers for our money. We need beta testers, developers are needed.
But you can continue to keep one developer in the most complex integration and continue to lose customers.
+1
Win 10x64, AMD 1950x 16C/32T, RAM 32Gb, 4x EVGA GTX 1080Ti, Octane-for-C4D 4.x.x, Nvidia 398.82
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face_off
Octane Plugin Developer
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Joined: Fri May 25, 2012 10:52 am
Location: Adelaide, Australia

abstrax wrote:
funk wrote:Hey guys,

I was doing some tests with motion blur (related to another thread), and I can't seem to get any kind of vertex motion blur working on deformed meshes.

I exported this orbx from modo. The animation uses 3 items. In the first part, Im rotating an item and we see object motion blur working
The attachment oct_mb_obj.png is no longer available
Then in the second part, Im moving the camera, while the item is still. We have working camera motion blur.
The attachment oct_mb_cam.png is no longer available
At the end I have a static camera, with an animated deformed mesh, but no motion blur is rendered. I'm not sure if this is a bug in octane, or the modo export.
The attachment oct_mb_vert.png is no longer available
Is it working in Modo? I had a look at the exported scene and the scene isn't exported correctly for vertex motion blur to work (because there are no vertex speeds provided and mesh is not marked to have a constant topology either).
Hi Marcus - the octane log for the scene that Funk provided definitely has A_CONSTANT_TOPOLOGY set. Pls see attached.

Paul
Attachments
octane_log.zip
(218.78 KiB) Downloaded 216 times
Win7/Win10/Mavericks/Mint 17 - GTX550Ti/GT640M
Octane Plugin Support : Poser, ArchiCAD, Revit, Inventor, AutoCAD, Rhino, Modo, Nuke
Pls read before submitting a support question
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nuno1980
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[b]hkleton[/b] wrote: Kernel does not affect this, DirectLightning, PMC or pathtracing , all have this black spot after denoising.
[image]

- Hans
You're fake because denoiser doesn't work (= black screen) at PMC yet!!! :x
NOTE: I'm sorry for bad english due to mute ;)

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hkleton
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nuno1980 wrote:
[b]hkleton[/b] wrote: Kernel does not affect this, DirectLightning, PMC or pathtracing , all have this black spot after denoising.
[image]

- Hans
You're fake because denoiser doesn't work (= black screen) at PMC yet!!! :x
To call me a fake is a bit strong. Fact remains you're right, it gives a black screen. My mistake.
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divasoft
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Cheiser wrote:We play beta testers. We paid for the product to work in it, rather than suffer from constant crashes and problems. Not in order to be free beta testers, or be a beta testers for our money. We need beta testers, developers are needed.
But you can continue to keep one developer in the most complex integration and continue to lose customers.
+1
coilbook
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Joined: Mon Mar 24, 2014 2:27 pm

otoy should invest some of their resources onto this Neural Material Synthesis https://youtu.be/UkWnExEFADI?t=6s or partner up with those people who made the paper about it
basically any rgb can become a procedural texture. I think this will be very important in the future
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Notiusweb
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Joined: Mon Nov 10, 2014 4:51 am

FrankPooleFloating wrote:FBX is so 2010... Could I interest you guys in some of my DVDs?.. my old Blackberry?
How dare you...
My Great Grandparents used to export FBXs, and it has been in my family for generations.
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boeing727223
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Joined: Mon Nov 14, 2011 3:37 pm

I apologize if this has already been posted and I missed the post. I notice that RC 5 (and RC 4) automatically changes the Opacity channel from a Greyscale image (that I originally assigned) to an Alpha image after I saved and relaunched the scene. If I load a Greyscale image in the Opacity channel, save the scene, close it and then re-launch the scene it should remain as a Greyscale image not default to an Alpha image.
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abstrax
OctaneRender Team
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boeing727223 wrote:I apologize if this has already been posted and I missed the post. I notice that RC 5 (and RC 4) automatically changes the Opacity channel from a Greyscale image (that I originally assigned) to an Alpha image after I saved and relaunched the scene. If I load a Greyscale image in the Opacity channel, save the scene, close it and then re-launch the scene it should remain as a Greyscale image not default to an Alpha image.
I just tried it in the Standalone and there it doesn't happen. I assume you are using one of the plugins? In that case it's probably best to report to the plugin developer since the materials are usually managed outside of the Octane render core (which is due to the fact that each host application has its own totally different material system).
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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