I see So it might be a bug here is my recent log with lost samples and 700 cuda againjan kudelasek wrote:Hi Coilbook,coilbook wrote:Hi Janjan kudelasek wrote:This weekend I had the time to devote to the problem. I tried 2.06 and I had the same problem. I discovered that the problem was in lan jack. This caused that the connection was not stable. So sorry for the panic.
Jan
You said you lost samples because you had bad lan connection like a cat wire or actual network adapter jack? Does it mean i need a new adapter
Thank you
no It solve my problem with animation only (freezes at the end). Now I'm working on another scene today, happened to me once. Same error log. Lost samples ...
OctaneRender™ Standalone 2.11.1
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Some thought about the displacement....
I was able to get negative displacement using 32-bit hdr or tiff file created in photoshop..
Rendered below image is done in 3ds max v2.11.1a.
But I must say it's too hard to deal with that displacement image. Ihad to go back and forth between PS and max just to make this silly image.
As for the 32bit image it currently clamps the image at above some +/-stops which is not compressible.
Some brightness values over some point completely clamps the displacement.
Displacement shift option isn't handy at all.
I mean you have to implement a luminance center based kind of approach to solve this..
So that we can easily produce good results assuming that grey gives "0" displacement. white + and black -
This would be really great.
I can share the orbx file exported from max. Currently it's 52MBs please PM me if you find this silly scene would help you.
I was able to get negative displacement using 32-bit hdr or tiff file created in photoshop..
Rendered below image is done in 3ds max v2.11.1a.
But I must say it's too hard to deal with that displacement image. Ihad to go back and forth between PS and max just to make this silly image.
As for the 32bit image it currently clamps the image at above some +/-stops which is not compressible.
Some brightness values over some point completely clamps the displacement.
Displacement shift option isn't handy at all.
I mean you have to implement a luminance center based kind of approach to solve this..
So that we can easily produce good results assuming that grey gives "0" displacement. white + and black -
This would be really great.
I can share the orbx file exported from max. Currently it's 52MBs please PM me if you find this silly scene would help you.

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- gordonrobb
- Posts: 1247
- Joined: Sat Mar 16, 2013 9:08 am
Sorry, is this without using the Shift parameter?
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I've had similar issues with displacement.
I'd be very interested in a tutorial from mudbox or zbrush to Octane, and how the white, grey and black of the displacement image file gets handled.
I resorted to using a decimated version of the high poly sculpt on one of my last projects.
I'd be very interested in a tutorial from mudbox or zbrush to Octane, and how the white, grey and black of the displacement image file gets handled.
I resorted to using a decimated version of the high poly sculpt on one of my last projects.
This is with shift. (I guess it's called "offset" in standalone)gordonrobb wrote:Sorry, is this without using the Shift parameter?
In this example Displacement amount is 1.0 and the shift is -0.5.
So mainly I use it to pull back the displaced mesh to it's original level by using half value of the disp. amount. That being said. image has to be a 32bit image.
As far as I can see when u use 8bit or 16bit images. Black is the lowest value, but it doesnt mean it's the negative value. Black causes no displacement. White is the highest.prodviz wrote:I've had similar issues with displacement.
I'd be very interested in a tutorial from mudbox or zbrush to Octane, and how the white, grey and black of the displacement image file gets handled.
I resorted to using a decimated version of the high poly sculpt on one of my last projects.
Grey is mid-level. All you have to do is use shift in negative values to keep up the main topology level.
I find it very hard to keep the topology using a displacement texture. Then u have to test and trial the shift parameter with eye. Cause it differs from image to image.
Negative values work only with 32-bit images. Formats like hdrs, exr and tiff.
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windows 10 Pro. |1070 + 1070 + 1070 + 1070 | i7 @4.5Ghz
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'Grey is mid-level. All you have to do is use shift in negative values to keep up the main topology level.'
So does it make sense for the grey part of the displacement image to represent zero displacement, the black areas to represent negative displacement and the white parts positive, without having to tweak the offset?
So does it make sense for the grey part of the displacement image to represent zero displacement, the black areas to represent negative displacement and the white parts positive, without having to tweak the offset?
- JavierVerdugo
- Posts: 97
- Joined: Thu Sep 18, 2014 10:50 am
Excuse my ignorance, is there a way to download the cinema 4d octane 2.11 plugin¿?
Thanks
Thanks
- Victor2112
- Posts: 43
- Joined: Mon Mar 24, 2014 6:48 pm
One issue with the MAC version... before when it would ask for the location of a file, the dialogue box would look like a standard OSX "Finder" window. And there I could type in the file name in the search field and "Finder" would locate the file easily.
With this new 2.11.1 version, it comes up with a dialogue box that looks like it's straight from Octane. It's a dark brown background with black letters (very hard to read). Plus there is no search field, like there is with "Finder". Thus, it makes it more difficult to find the missing texture file.
My work around right now is to start with Octane 2.10, load the OBJ file and when it needs to find a texture fire, I get the MAC OSX looking "Finder" window to locate the file. Then once the OBJ is finished loading in, I'll save the scene in Octane then reopen it with version 2.11.1.
Any chance there will be an update where the dialogue box to find a missing texture file can look like the MAC OSX "Finder" window again?
With this new 2.11.1 version, it comes up with a dialogue box that looks like it's straight from Octane. It's a dark brown background with black letters (very hard to read). Plus there is no search field, like there is with "Finder". Thus, it makes it more difficult to find the missing texture file.
My work around right now is to start with Octane 2.10, load the OBJ file and when it needs to find a texture fire, I get the MAC OSX looking "Finder" window to locate the file. Then once the OBJ is finished loading in, I'll save the scene in Octane then reopen it with version 2.11.1.
Any chance there will be an update where the dialogue box to find a missing texture file can look like the MAC OSX "Finder" window again?