WARNING: This version has had limited testing. Use at your own risk!
Changes in Version 2.06.0051
Duplicates as Instances. Duplicates of objects are now treated as instances within the plugin. Instances can have different shaders but cannot have modifiers that change the mesh (such as Twist or Explode). If an instance has a modifier it will be treated as a separate object.
Improved Layers List support. Some shaders that contain projection-mapping shaders were rendering as clay. This has now been fixed.
Please let me know if you have any problems with the ORVP not updating when you make changes to your scene.
Download Links:
OctaneRender for Carrara (64-bit) 2.06.0051
OctaneRender for Carrara (32-bit) 2.06.0051
OctaneRender for Carrara 2.06.0051 [Test]
YERS!
Well done Simon!
Squeezed in enough time to test out two of my largest scenes. Both work. Not the best render below (lack of time) but it WORKS!
This scene almost cripples Carrara btw, Octane plug in handles it just fine.
More testing on monday.
p.s. Those houses are not a backdrop btw - they are individual and detailed houses. (detail removed from some to save space)
Well done Simon!
Squeezed in enough time to test out two of my largest scenes. Both work. Not the best render below (lack of time) but it WORKS!
This scene almost cripples Carrara btw, Octane plug in handles it just fine.
More testing on monday.
p.s. Those houses are not a backdrop btw - they are individual and detailed houses. (detail removed from some to save space)
Thanks for the update, tried Howie's Forest drive but it crashed Carrara once I tried to open the OVP
Win 11 64GB | NVIDIA RTX3060 12GB
Hooray!
I confirm all my large sets and sets with replication load ok and can render. That's a big breakthrough for me and I'm very grateful for the speedy turnaround time of this fix.
Sighman - Do I recall correctly that you are looking to come out of Beta at the end of the year? I am currently deep in modelling mode, but I'd love to animate and render out episode 10 during the beta phase. I think this would be an excellent test of all the essential features (internal lighting (so emitters), replication, large scenes, and most importantly animation).
I think I can animate this in 4-5 weeks, but I estimate the modelling phase (which has to come first) will be in the region of about 5 weeks effort. I'm working as fast as I can to beat that estimate.
Do you have any more thoughts on how long beta test will last?
Thanks.
I confirm all my large sets and sets with replication load ok and can render. That's a big breakthrough for me and I'm very grateful for the speedy turnaround time of this fix.

Sighman - Do I recall correctly that you are looking to come out of Beta at the end of the year? I am currently deep in modelling mode, but I'd love to animate and render out episode 10 during the beta phase. I think this would be an excellent test of all the essential features (internal lighting (so emitters), replication, large scenes, and most importantly animation).
I think I can animate this in 4-5 weeks, but I estimate the modelling phase (which has to come first) will be in the region of about 5 weeks effort. I'm working as fast as I can to beat that estimate.
Do you have any more thoughts on how long beta test will last?
Thanks.
I'm not sure I understand why it matters. Is there some commercial reason you can't use beta software? You don't need to pay for it again once it is released. What are you worried about?
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
I'm sorry to say that I had no problem opening and rendering it. I wonder if there is a plugin comparability issue. Can you PM me a listing of all the files you have in your Extensions directory. I'd like to see what you have that I don't have.Tugpsx wrote:Thanks for the update, tried Howie's Forest drive but it crashed Carrara once I tried to open the OVP
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Perhaps it is my misunderstanding, I am thinking that you will be more responsive to bugs/fixes during beta test than you will be after it is out of beta test. Therefore it matters to me because I want to be certain that I can finish my film without waiting on an issue to be resolved.Sighman wrote:I'm not sure I understand why it matters. Is there some commercial reason you can't use beta software? You don't need to pay for it again once it is released. What are you worried about?
If I know I have time before next year to tell you of any fixes that need applying then I can stick to my schedule without worry. If the beta finishes ahead of my modelling phase then I will need to readjust my own schedule to animate sooner so that you have enough time to consider fixes during beta test.
EDIT. Trying out the Howie Farkes scenes:
HF Country Lane. open OVP get an error "The scene is too complex and could not be loaded into Octane. Please reduce the complexity of the scene and try again". Carrara is up to 5GB memory (I have an 8GB machine) so fits ok (80% space usage) - although the whole thing is sluggish. It will render in Carrara native, the ovp reads 52/2536/3221 as memory usage.
Log file.
[20:41:27.650] Started logging on 14.09.14 21:41:27
[20:41:27.650]
[20:41:27.650] Flag Type Value Prefix Description
[20:41:27.650] ------------------------- ------- ---------- ---------- --------------------------------------------------------------------------------
[20:41:27.650] apiChangeMgr release 0 "apiChngMgr" Logs ApiChangeManager::update().
[20:41:27.650] apiNetwork release 0 "apiNetwork" Logs all important calls into ApiNetRenderManager
[20:41:27.650] apiNodeSystem release 0 "apiNodeSys" Logs all write operations in the API node system.
[20:41:27.650] apiProject release 0 "apiProject" Logs all important calls into ApiProjectManager.
[20:41:27.650] apiRender release 0 "apiRender" Logs all important calls into ApiRenderEngine.
[20:41:27.650] cudaProf release 0 "cudaProf" Enables general logging of CUDA profiling.
[20:41:27.650] cudaProfDetail release 0 "cudaProf" Enables logging of single CUDA activity records.
[20:41:27.650] heartbeat release 0 "network" Enables logging of the network rendering heartbeat.
[20:41:27.650] logAppendToFile release 0 "" If enabled, logging will be to the already existing log file appended
[20:41:27.650] logFlags release 1 "" If enabled, all log flags will be dumped during startup
[20:41:27.650] logForceFlush release 0 "" If enabled, every logged line will be flushed
[20:41:27.650] logJuce release 0 "JUCE" If enabled, JUCE logging will go through the logging framework of Octane
[20:41:27.650] logPrefix release 1 "" If enabled, each log line will have a prefix
[20:41:27.650] logTime release 1 "" If enabled, each log line will have a timestamp
[20:41:27.650] logToDebugConsole release 0 "" If enabled, logging will go to the debug console (Windows only)
[20:41:27.650] logToFile release 0 "" If enabled, logging will go to a log file
[20:41:27.650] logToStdout release 0 "" If enabled, logging will go to standard out
[20:41:27.650] netRender release 0 "netRender" General logging of network rendering
[20:41:27.650]
[20:41:27.650] OctaneRender version 2.06 (2060000)
[20:41:27.650]
[20:41:37.743] OctaneSceneManager::SetSceneDocument(000000002C090DA4)
[20:41:37.883] Scene contents: 0 primitives, 1 cameras, 1 lights
[20:48:28.213] OctaneSceneManager::RenderWindowOpened()
[20:48:31.957] OctaneSceneManager::LoadScene(000000002C031D98)
[20:48:31.972] SetDepthOfField(dof=0.000000, autoFocus=1
[20:48:32.035] UpdateTexture - Unknown shader: Subtract ['smin']
[20:48:38.306] UpdateTexture - Unknown shader: Turbulence ['TURB']
[20:48:38.306] UpdateTexture - Unknown shader: Turbulence ['TURB']
[20:48:38.306] UpdateTexture - Unknown shader: Turbulence ['TURB']
[20:48:38.306] UpdateTexture - Unknown shader: Turbulence ['TURB']
[20:48:38.306] UpdateTexture - Unknown shader: Lumber Yard ['SPwd']
[20:48:38.306] UpdateTexture - Unknown shader: Lumber Yard ['SPwd']
[20:48:38.680] UpdateTexture - Unknown shader: Cellular ['fcel']
[20:48:38.680] UpdateTexture - Unknown shader: Cellular ['fcel']
[20:48:38.680] UpdateTexture - Unknown shader: Cellular ['fcel']
[20:52:19.609] OctaneSceneManager::RenderWindowClosed
[20:52:19.609] OctaneSceneManager::UnloadScene(000000002C031D98,true)
[20:52:19.609] GeometryManager::Unload
[20:52:19.609] MaterialManager::Unload
[20:52:19.609] MaterialManager::Reset
[20:52:19.609] TextureMapCache::Reset
[20:52:19.609] TextureMapCache::Reset
[20:52:19.609] TextureMapCache::Reset
[20:52:19.609] RenderTargetManager::Reset
[20:52:19.609] GeometryManager::Reset
[20:52:19.609] ObjectManager::Reset
[20:52:19.609] OctaneGeometry Count = 0
[20:52:19.609] OctaneMasterShader Count = 0
[20:52:19.609] OctaneMasterObject Count = 0
[20:52:19.609] OctaneMaterialMap Count = 0
[20:58:04.590] OctaneSceneManager::RenderWindowOpened()
[20:58:05.635] OctaneSceneManager::LoadScene(000000002C031D98)
[20:58:05.713] UpdateTexture - Unknown shader: Subtract ['smin']
[20:58:25.197] UpdateTexture - Unknown shader: Turbulence ['TURB']
[20:58:25.197] UpdateTexture - Unknown shader: Turbulence ['TURB']
[20:58:25.213] UpdateTexture - Unknown shader: Turbulence ['TURB']
[20:58:25.213] UpdateTexture - Unknown shader: Turbulence ['TURB']
[20:58:25.213] UpdateTexture - Unknown shader: Lumber Yard ['SPwd']
[20:58:25.213] UpdateTexture - Unknown shader: Lumber Yard ['SPwd']
[20:58:25.853] UpdateTexture - Unknown shader: Cellular ['fcel']
[20:58:25.868] UpdateTexture - Unknown shader: Cellular ['fcel']
[20:58:25.868] UpdateTexture - Unknown shader: Cellular ['fcel']
Please let me know if I can supply any more useful info to solve this.
Steve
Little fear on that account. Release is just a term, a milestone so to speak. It means that it is feature complete and as bug free as I can make it (at the time). It does not mean I will stop supporting it or providing post release fixes/enhancements on a regular basis. There are a lot of things I want to do with the plugin post release that I can't justify doing during the Beta phase. Octane itself will be constantly evolving and I will need to support whatever new features that they decide to introduce. Also, there will be new versions of Carrara one day (I hope) and I will need to support those as well. Bug are bugs no matter what phase the plugin is in and I will fix them if I can.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)