OctaneRender™ for Blender 1.52 - 4.8 beta Win [OBSOLETE]

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

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 bug with big alembic files (ROUBAL reported).

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 - 1.52 - 4.8 beta (2.70) (58.9MB autoinstaller file)
Octane Server - 1.52 - 4.8 beta (7.8MB autoinstaller file)
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Awesome!
Gonna check to see if this fixes my alembic problems too
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
User avatar
ROUBAL
Licensed Customer
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
Contact:

Thank you very much ! Starting download right now !
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
kavorka
Licensed Customer
Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Hey Jimstar,

This is still giving me a lot of camera shaking.
If I render in the plugin, its nice and smooth, but if I export via alembic, it is very shaky.

Is this a problem with the stand alone import or the Blender export?
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
User avatar
ROUBAL
Licensed Customer
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
Contact:

I have tested alembic export on 990 frames with both my simple cubes animation and my animated plane tree. In both test, the alembic file is present in the Output folder, and it is valid. I will do an export of 990 frames of my complex car animation tomorrow to be sure, but so far it works !

So, a big THANK YOU Jim ! :)

I noticed 3 things :

1 - Materials Pins names are different than before : Instead of Mesh-MaterialName, they are displayed __m_MaterialName

2 - The Viewport hide priority doesn't hide the camera. Even if Hidden and placed on a layer not selected for render, it is present in the alembic node.
I can export the camera only, but not geometry without a camera.

3 -The exports seem to work properly, but there are error lines in the Blender console :

Any comment about these behaviours ?
Attachments
OctaneServerError5.jpg
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
voon
Licensed Customer
Posts: 527
Joined: Tue Dec 17, 2013 6:37 pm

Only a small cosmetic thing atm. There's something funky going on wit the fonts/characters at install time (see attachment). Also I think I only saw 2013 mentioned on the spider picture when you launch the install exe .. :)
Attachments
err.jpg
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

kavorka wrote:Hey Jimstar,

This is still giving me a lot of camera shaking.
If I render in the plugin, its nice and smooth, but if I export via alembic, it is very shaky.

Is this a problem with the stand alone import or the Blender export?
This is the cam direction precision problem inside core alembic code, not in the plugin. Roeland is aware of it.
To look at the reason, after exporting alembic file and opening it in standalone - you can check camera target-position numbers inside standalone when moving towards time-line. The difference between numbers is too small, so this leads to lack of precision...
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

ROUBAL wrote:1 - Materials Pins names are different than before : Instead of Mesh-MaterialName, they are displayed __m_MaterialName
Do you like the new mesh visibility features?.. Pay for it by some more ugly names. :mrgreen:
ROUBAL wrote:2 - The Viewport hide priority doesn't hide the camera. Even if Hidden and placed on a layer not selected for render, it is present in the alembic node.
I can export the camera only, but not geometry without a camera.
I will check it.
ROUBAL wrote:3 -The exports seem to work properly, but there are error lines in the Blender console
I will need the scene to reproduce it...
User avatar
ROUBAL
Licensed Customer
Posts: 2199
Joined: Mon Jan 25, 2010 5:25 pm
Location: FRANCE
Contact:

3 -The exports seem to work properly, but there are error lines in the Blender console

I will need the scene to reproduce it...
@ Jim : It is the same scene I already sent you with the animated tree. I only changed the name of the materials, because I noticed afterward that they were ununderstandable alphanumeric names (inherited from textures references generated by Onyx Garden) instead of clear names like Trunk and Leaves.

EDIT : I ran again this export of the 990 frames animated tree... I came back one hour later, and it had stopped at frame 14 without error message in the console. Blender for Octane is frozen. i have to kill the server to close Blender. :cry:

I started everything again, and launched a new export... The export stopped at frame 140 with no error message in the console. Blender was frozen again. Some lines have been added with error messages when I killed the server.

I send you the scene in PM. It is the animated tree with new materials names.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
User avatar
JimStar
OctaneRender Team
Posts: 3816
Joined: Thu Jul 28, 2011 8:19 pm
Location: Auckland, New Zealand

ROUBAL
How do you start the render? Do you still enter the login/pass before it?..
Post Reply

Return to “Blender”