OctaneRender™ Standalone 1.50

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abreukers
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Interfaces wrote:Excuse me but I have not followed the release test between 1.20-1.50
and I'm lost.

or is the preview configuration, I can not connect a new camera, I understand nothing.

help me please

Version 1.20
Sans-titre-1.jpg
Version 1.50
Sans-titre-2.jpg
Octane team, please make video tutorials with each new version.
THANKS
hi interfaces, the 'preview configuration' macro was a predefined node group setup to assist users who want to quickly prepare a full render, it is a configuration that always has the necessary nodes - camera, environment, etc - and most important of all, a 'Render Target' node which shows the output preview of the scene. But even then, in the previous versions, you can create your own complex node setups (with multiple camera, environment etc) using your own customized rendertarget nodes without using the 'preview configuration' macro. So in 1.50 the predefined macro was just removed but the essence is the same, you'd still need to have a RenderTarget for your scene. Here's a guide about this: http://render.otoy.com/manuals/Standalo ... ge_id=1028
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Seekerfinder
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abstrax wrote:
Seekerfinder wrote: Another interesting discovery is that if I save an OCS file in R1.2 with the OBJ imported and reopen in R1.5, the index float value is back to 1.3 - it obviously retains that value in this case. So the question remains: why does R1.5 change that value (compared to R1.2) when importing an OBJ?

I will send you a PM with a smaller OBJ (please respect copyright) which gives the same results.

Below are the screenshots of the trunk material for both cases.

Smells like a bug...?

Best,
Seeker
I had a look at your test scene and the problem is, that the MTL specification doesn't really say, what the Ks parameter in an OBJ material means. It just says:

Code: Select all

 Ks r g b
 
 The Ks statement specifies the specular reflectivity using RGB values.
 
 "r g b" are the values for the red, green, and blue components of the 
atmosphere.  The g and b arguments are optional.  If only r is 
specified, then g, and b are assumed to be equal to r.  The r g b values 
are normally in the range of 0.0 to 1.0.  Values outside this range 
increase or decrease the relectivity accordingly.
Your MTL file has a Ks 1, 1, 1 for the trunk and the branches and a Ks 0.831373 0.854902 0.670588 for the leafs. We have some convoluted logic to figure out which IOR to use. Until now we interprete Ks 1, 1, 1 as reflective as a mirror and therefor set the IOR to 1.0.

After some consideration I think it's best to just leave the IOR at the default (1.3) and change the default glossy specular scale from 0.5 to 1.0 in the application preferences. The change will be available in the next release.
So it will work like 1.2? Thanks Abstrax!

Seeker
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gordonrobb
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abstrax wrote:
gordonrobb wrote:I know that there is an issue with compositing as the alpha doesn't can't work properly through the specular.

All I am doing is using an HDRI background to light the scene, and either have it be the background too, or separately composite it on having used the shadow catcher to get a ground shadow. However, if there is any glass in the object that reflects the ground, it reflects the object's diffuse channel, and if there is any glass that you can see the ground object through, same problem. The workaround would see to be fine, if I could figure out how to do the same in LW, but I was more thinking that it is something that could/should be built into the matte object (or at least an option t).

Problem can be seen in this example.
We are limiting the matte effect to the first bounce (starting at the camera) only, since after the first bounce the environment aligned with the camera doesn't make much sense anymore. To get correct reflections / refractions you would then have to camera project the background on some place holder geometry. We could add a kernel option to not restrict the matte effect to the first bounce only. Would that work for you?
I don't know if it will work as I don't understand the answer :oops:

All I want is to be able to either/both see the hdri reflected and refracted through specular material. The workaround is fine, but for standalone only. There needs to be a fix for this so that that fix transfers to the plugin.
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merid888

i cannot see the backrgound in set background image
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Last edited by merid888 on Fri Mar 28, 2014 7:05 pm, edited 1 time in total.
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FrankPooleFloating
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Enable Alpha Channel in Render Target. ;)
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merid888

i did that, is the same result
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FrankPooleFloating
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I don't use standalone a ton, but to see background image, don't you have to have a render target with a thinlens camera plugged in and your obj plugged into mesh?.. Guys?
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abstrax
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Godstrike wrote:Hi,

Just installed version 1.5 and have been doing some speed tests.

A scene that rendered at 39 Ms/sec on 1.2 and 1.1 now renders at 23 Ms/sec using direct lighting. Using path tracing the 1.2 and 1.1 versions render the scene at 13 Ms/sec, while 1.5 manages approx. 9 Ms/sec. I have loaded a wide range of scenes and 1.5 is consistently slower. I have the latest NVidia drivers installed (although the same results were present on an older driver before I updated). I have a 3GB 580 and a 1.34GB 570.

Anyone else seeing a similar drop in speed?
There is a small drop in speed (a few percent, definitely less than 10%) due to the added features, but more than 40% is excessive. Could you send us a scene that shows such a difference so we can investigate? Thanks a lot.

EDIT: Also make sure that SLI is disabled.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Seekerfinder wrote:So it will work like 1.2? Thanks Abstrax!

Seeker
Yes, that's correct.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Seekerfinder
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abstrax wrote:
Seekerfinder wrote:So it will work like 1.2? Thanks Abstrax!

Seeker
Yes, that's correct.
Great. Thanks for fixing that Abstrax.

Best,
Seeker
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