If you attach let's say, a turbulence node to a glossy material's diffuse channel, and then un-link them, the diffuse channel disappears... get's fixed by changing material types and back.
I also experienced times where I cannot un-link an already attached node and keeps snapping back, this one is old...
Octane Render 1.022 beta2.2 RC2 available [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.
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
it's the old benchmark just resaved it with pathtracing on and sky onNostromo wrote:Can you provide at least one for us so we can try to reproduce it here ?acc24ex wrote:benchmark scene loaded octane_benchamrk.obj and just turned on the physical sky
seems ok..
crashes on some .obj files that worked before...
Thanks
/M
- Attachments
-
- OctaneBenchmark 1022 beta2.2RC2.zip
- (4.38 MiB) Downloaded 190 times
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
- teknofreek
- Posts: 92
- Joined: Mon Apr 12, 2010 12:27 am
Same here, I've tried importing with the use obj normals off/on and pretty much most of the variations in that area, none seem to enable smoothing. Tested with 3 models that smoothing worked fine for (ie clearly you could see the effect of it on or off..) in 1.021. beta 2.1. RC1face wrote:The smooth option seams not to work.
Only a single GTX260.
On other matters..
WOW! a LOT faster to bring the materials up in the node editor list!! Sometimes 1.021 RC2.1 could take 2 -3 minutes to bring up the mats.. now for same model, maybe 10 -15 seconds.!

Able to load scenes via obj, that "normally" would have crashed Octane 1.021 2.1 previously Yay!!


With smoothing sorted and light through trasparency working.. I'd be a happy happy, joy joy camper..


Cheers!
TF
Win 10 Pro 64bit, AMD 1950X 3.6 Ghz, Gigabyte AorusG7 X399 MB, 1x GTX 680 1x GTX 770 mainboard, 4x GTX660ti external, 32 GB onboard mem
Nvidia drivers 388.59
Nvidia drivers 388.59
The smoothing bug has been found and is already fixed on our side. In the mean time, create a dummy material, switch the rendering to it then come back to your main scene and the option will have changed. It's basically correctly set when it's uploaded to the GPU but not updated after.
/M
/M
- teknofreek
- Posts: 92
- Joined: Mon Apr 12, 2010 12:27 am
Thx Nostromo
Cool workaround!
Currently rendering a image at 2048x1024, reasonably hires tex maps and is working a treat.
Great work!!
TF
Cool workaround!
Currently rendering a image at 2048x1024, reasonably hires tex maps and is working a treat.
Great work!!

TF
Win 10 Pro 64bit, AMD 1950X 3.6 Ghz, Gigabyte AorusG7 X399 MB, 1x GTX 680 1x GTX 770 mainboard, 4x GTX660ti external, 32 GB onboard mem
Nvidia drivers 388.59
Nvidia drivers 388.59
I'm not getting any crashes with that one .. what do you do to get it to crash loading the obj ?acc24ex wrote:it's the old benchmark just resaved it with pathtracing on and sky on
It is not because you loaded an OCS, it's because you have a render going on. You can't change the device settings you started rendering, you need to do it straight after the loading.Elvio wrote:Im having problems with the Active Cuda Devices, when i import a obj file i can add my other video cards, but when i load a .ocs scene i can´t add a new video card.
Cheers
/M
I used the version of the benchmark set by acc24ex and seen that there is a problem (at least in the linux version)
If I try to load directly from the command line with "octane OctaneBenchmark/octane_benchmark\ for\ 1022\ beta\ 2.2rc.ocs" the program exits with:
ERROR: Program executed illegal instruction.. terminating
It seems something related to the treatment of spaces in the name of the files, without them it works perfectly. Loading from within octane works well with spaces.
In case anyone is interested, I created a file with the benchmark compatible with RC2, adjusted to be similar to the original version.
Indeed, with the change in roughness parameter I noticed another problem. Initially created in logarithmic format and you see the option to change it, but after reopening the scene, appears linear and can not be changed.
Cheers
If I try to load directly from the command line with "octane OctaneBenchmark/octane_benchmark\ for\ 1022\ beta\ 2.2rc.ocs" the program exits with:
ERROR: Program executed illegal instruction.. terminating
It seems something related to the treatment of spaces in the name of the files, without them it works perfectly. Loading from within octane works well with spaces.
In case anyone is interested, I created a file with the benchmark compatible with RC2, adjusted to be similar to the original version.
Indeed, with the change in roughness parameter I noticed another problem. Initially created in logarithmic format and you see the option to change it, but after reopening the scene, appears linear and can not be changed.
Cheers
- Attachments
-
- OctaneBenchmark-beta2.2RC2.zip
- (1.17 MiB) Downloaded 190 times
LiVux 64bit | Geforce GTX260 Core 216 and GTX470 | i7 860 | 8Gb | Drivers 275.09.07 | Cuda 4.0.17
Has anyone else noticed this?
version: beta 2.2 RC2
When you create a material , for instance a diffuse, and then switch it to something else all the little dots in the node graph disappear.
However if you have connected another function to the base shader first, it doesn't happen.
Here is a screen capture.
I think it's a new bug, tested with the beta 2.1 and everything works fine there.
version: beta 2.2 RC2
When you create a material , for instance a diffuse, and then switch it to something else all the little dots in the node graph disappear.
However if you have connected another function to the base shader first, it doesn't happen.
Here is a screen capture.
I think it's a new bug, tested with the beta 2.1 and everything works fine there.
Win7 Pro x64 | GTX 770 2GB + GTS250 512Mb | Intel Xeon i7 4x 3.4ghz | 16 GB ECC Mem | Intel SSD 520 | Dell 27"
SOFTIMAGE l 2011 + OCTANE V1.20
SOFTIMAGE l 2011 + OCTANE V1.20
Can you try placing the filename between brackets ?livuxman wrote:I used the version of the benchmark set by acc24ex and seen that there is a problem (at least in the linux version)
If I try to load directly from the command line with "octane OctaneBenchmark/octane_benchmark\ for\ 1022\ beta\ 2.2rc.ocs" the program exits with:
ERROR: Program executed illegal instruction.. terminating
It seems something related to the treatment of spaces in the name of the files, without them it works perfectly. Loading from within octane works well with spaces.
In case anyone is interested, I created a file with the benchmark compatible with RC2, adjusted to be similar to the original version.
Indeed, with the change in roughness parameter I noticed another problem. Initially created in logarithmic format and you see the option to change it, but after reopening the scene, appears linear and can not be changed.
Cheers
eg "/some path/some file"
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB