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OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [OBSOLETE]

Posted: Tue Nov 12, 2013 2:02 am
by JimStar
OctaneRender™ for Blender plugin. Windows x64 version.


The bundle consists from two parts:
1. OctaneRender™ Server
2. Blender - OctaneRender™ edition.

The first part (server) should be run on the same computer as the second one. To stop the server - just right-click its icon in the tray.
After the server is run - you can start rendering (or open a rendered view) from inside Blender. Before the very first rendering you should fill in the server address (only 127.0.0.1 at the time), login and password (your license key info) to activate the server. After the first rendering the server will remember this activation info, and you will not need to enter it again.

You should use only OctaneRender materials inside Blender scenes - the plugin knows nothing about Blender specific materials and textures (about any Blender nodes, generally speaking).


FIXES AND NEW FEATURES SINCE LAST RELEASE
  • Fixed emission node bug.
  • Minor fixes...

After starting OctaneServer it will take some time before the LiveDB tree and LiveDB material previews will be available from Blender - as OctaneServer caches the LiveDB data from remote server right after starting. But only the materials groups tree will be re-cached every time after server start, LiveDB material preview images will be cached only once - so only the very first OctaneServer start will need some more time before LiveDB tree will be available in Blender.


DOWNLOAD (both distributives must be reinstalled, they depend on each other)

Blender Octane Edition - 1.20.2 - 2.8 beta (2.68a) (51.8MB autoinstaller file)
Octane Server - 1.20.2 - 2.8 beta (32.4MB autoinstaller file)

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Tue Nov 12, 2013 7:12 am
by aLeXXtoR
Thanks!!

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Tue Nov 12, 2013 9:01 am
by rattle-snake
Merci beaucoup !!!!

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Tue Nov 12, 2013 9:13 am
by suvakas
Just wondering.. is there a reason why you keep compiling 2.68a and not the final 2.69 ?
Is it a lot of work to migrate?

Suv

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Tue Nov 12, 2013 7:26 pm
by MattRM
Thanks !!! You're Rocks

Matt

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Tue Nov 12, 2013 8:12 pm
by JimStar
suvakas wrote:Just wondering.. is there a reason why you keep compiling 2.68a and not the final 2.69 ?
Is it a lot of work to migrate?

Suv
It's just a few minutes to merge and resolve conflicts of the code text itself, but it takes a lot of worktime to check that the patched part has no logical intersections with all the newly rewritten Blender internals.
So, this task - is a separate thing, which may add some new bugs, so it should be released after all the current bugs are fixed and we've got the stable release, and it should be tested on its own.

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Tue Nov 12, 2013 9:12 pm
by Inciner
Sweet!
Refactoring is always mentionable part of any coding work!
Let's try this one)

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Tue Nov 12, 2013 9:35 pm
by Inciner
Sorry, no response at win 7x64 Gt525m Dell Inspiron

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Tue Nov 12, 2013 9:52 pm
by suvakas
JimStar wrote: It's just a few minutes to merge and resolve conflicts of the code text itself, but it takes a lot of worktime to check that the patched part has no logical intersections with all the newly rewritten Blender internals.
So, this task - is a separate thing, which may add some new bugs, so it should be released after all the current bugs are fixed and we've got the stable release, and it should be tested on its own.
Thanks. I thought it's smth like this. I was just curious ;)
Awesome work with the plugin btw. 8-)

Suv

Re: OctaneRender™ for Blender 1.20.2 - 2.8 beta Win [CURRENT

Posted: Wed Nov 13, 2013 9:21 pm
by Marten74
Thanks Jim for your replies in the previous release.

So, UV unwrapping works as long as you create the Octane material node network with a texture first. I´m happy with that =) Is it a mess to make the UV-unwrapping work before creating the octane nodes to? Just thinking of new users that might run in to this "issue".

I still can´t open IES files (.ies). Is it supposed to work in the plugin? In the stand alone I can open my .ies files with the floatimage node (textures/images/floatimage). I opened Mib2berlins test scene (thanks for sharing the file). I can see that there is a .IES file loaded in to a floatimage node that focus the light beam. I can´t control the angle of the beam though. When I try to open my own .ies-files through Mibs node, I see no files... I renamed one from *.IES to *.ies with no success (long shot). What can be wrong since I have it working in the external renderer?

The shadow artifact with the light emitting cube was because I missed that the direct lighting was in a different mode for the plugin and the external renderer (as you thought). When I compared again with diffuse mode in both I notice a little speed difference and I could not find any difference in the Octane kernel settings. Probably had some other setting differ, because it should be identical, right? Materials and lights were the same though. I think it was something like 11.8 Ms/sec inside Blender and around 14 MS/sec in the external.

Thanks again