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Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Fri Aug 30, 2013 9:02 pm
by megacal
MyClay,
thanks for the work-around suggestions. I may try them.
JimStar,
this screen shot is what I would like to see if possible(?).....Rendered camera view, and the other 3 views with widgets we can adjust.....and camera view would update as it does now.
Thanks!

Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Fri Aug 30, 2013 11:47 pm
by afecelis
I was finally able to purchase Octane Blender and I'm totally blown away! It's a match made in heaven, congrats and thanks to the dev team for making our lives happier

However, I do know it's still a beta and there are many things to improve, but overall it's working great and the team has done a great job porting the different options to blender's UI.
I'd like to know if you guys can help me with a couple of things.
1. Octane's camera render is not matching my blender camera, how can I make them the same?

2. Will we be able to use the material database?
3. The only way to save our images is to stop the rendering process and then save it? To render an animation, when would each frame be saved, when samples are done?
I'll keep on asking more stuff here as doubts arise while working.
regards,
Alvaro
Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Sat Aug 31, 2013 3:01 am
by megacal
Hi Alvaro,
I agree, OctaneRender for Blender is a huge improvement in workflow and
time saver...a very good buy.
3. The only way to save our images is to stop the rendering process and then save it? To render an animation, when would each frame be saved, when samples are done?
In the
Octane Kernel settings, did you set the max number of samples for the render and/or for the preview?
I set it to 200 for the render, and 100 for the preview just for time sake, but 200 looks pretty good for my
animation.

(disregarding all the fireflies on the floor)
Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Sat Aug 31, 2013 8:52 am
by Synthercat
Just got a new PC! (770 + my "old" 460)
Just got Blender Octane too!
I need to learn this thing cause I never did liked the blender nodes (although a blender fanatic)
but...
I realized the blender version you compiled is NOT the multithreaded version! ARGHHHHH please change that ASAP!
Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Sun Sep 01, 2013 12:22 am
by afecelis
As I said, as I work and find stuff to ask I'll post it here so here we go!
Alpha leaves, no problem in Octane standalone, use a white and black (yup the opposite of the usual) image of the leaves in the opacity channel to mask them out:
But I haven't been able to achieve it in blender, nor have I found a node for opacity

any ideas?
Oh yes, and please don't forget about my camera question
I also just tried the beta for linux and it's working great as well, this is all so exciting! I still don't know where it finds the installed/authorized octane standalone in the system as it nevers asks for a path to the installed version on the system, I feel as if it's using an online-streaming version of Octane, hence the server application and the bigger lag in the viewport compared to standalone?
thanks, and JS Congrats! you're a genius, never would I've thought someone with your cool looks would be so smart!

I don't mind having Otoy compile the blender versions for each new release, as a matter of fact, I think it would guarantee quality control and that the product matches the specific needs of the engine, instead of having tons of improper builds all over the net.
regards, and thanks for any help guys!
Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Sun Sep 01, 2013 2:10 am
by afecelis
OK, I found where opacity is, so I hooked up my BW texture there, however, the resul is not as expected
If anyone knows how to fix this please let me know.
regards,
ALvaro
Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Sun Sep 01, 2013 2:46 am
by afecelis
I found out what my error was!

I was using an "octane alpha image tex" for the bw image, hence the weird efefct. It had to be another "octane image tex" node!
now we all sing "happy, happy, joy, joy!"
http://www.youtube.com/watch?v=5pWVlHdHQhs

Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Sun Sep 01, 2013 8:54 am
by matej
How do I set the same scale for several textures with one input node? Nothing seems to work:
The Value node from Blender would be the most appropriate input in this case.
The ScaleY input in the Octane Image Tex node also doesn’t seem to have any influence? Only uniform scale is possible?
Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Mon Sep 02, 2013 7:43 am
by myclay
Is there a way or an option to combine the light information of an Hdri with the Daylight ?
Re: OctaneRender™ for Blender 1.20.1 - 1.2 beta [CURRENT]
Posted: Mon Sep 02, 2013 9:46 am
by mib2berlin
Hi myclay, it is not possible to use features in Blender the Standalone not support.
@matej, Octane for Blender don´t support any Cycles or Blender Material nodes.
You would need a "Octane Value" node, may JimStar can add some of this nodes in the future.
Cheers, mib.