OctaneRender™ for Blender 2.23.2 - 8.6 Win [OBSOLETE]

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
User avatar
JimStar
OctaneRender Team
Posts: 3812
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 the animation rendering bug: rendering of sequence always stopped after the frame having meshes with degenerate polygons or singular matrices. (thanks to aLeXXtoR for report)
  • A lot of improvements of the scene translation speed for single frames and animation sequences. Especially may be noticeable for animation of the scenes having lot of unpacked image textures (packed are always slower).
  • Minor fixes and improvements...

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 - 8.6 (2.74) (59.8MB autoinstaller file)
Octane Server - 2.23.2 - 8.6 (10.7MB autoinstaller file)

DEMO is available. Use the same Octane edition of Blender for DEMO version of OctaneServer.

Octane Server DEMO - 2.23.2 - 8.6 (9.2MB autoinstaller file)

For network slave and daemon please download standalone installer here:
http://render.otoy.com/forum/viewtopic.php?f=24&t=46125
User avatar
kubicki3d
Licensed Customer
Posts: 87
Joined: Thu Aug 15, 2013 7:37 am
Location: Bydgoszcz, Poland
Contact:

Thanks JimStar. Works great so far, the translation speed difference is indeed noticeable.
i7 5960X | 64GB RAM | Win10 Pro | ASUS X99 Pro mobo | Chieftec 1250W psu
MSI GTX 780 Ti OC 3GB | 2 x GIGABYTE GTX 780 OC 3GB on USB risers | MSI GTX 750 Ti for display
Blender + Octane | C4D + Corona
Flickr profile: http://www.flickr.com/photos/kubicki3d
User avatar
aLeXXtoR
Licensed Customer
Posts: 294
Joined: Sat Oct 29, 2011 5:38 pm
Location: Russia, St. Ptetersburg
Contact:

Thank you! :) Will give it a test today! :))
Win 10 Pro 64bit | GeForce RTX 2070 SUPER 8Gb | AMD Ryzen 7 3700X | 32GB RAM
WebSite
Showreel
justavisitor
Licensed Customer
Posts: 242
Joined: Sat Oct 05, 2013 5:34 pm

I just tried the new version.

Unfortunately, hair does not render correct.


I can't post a sample for copyright reasons, but there's a huge difference: A lock of hair that consists of a 'massive' lock surrounded by, say, 10 separate hairs, loses its separate hairs so only the lock is left. And entire locks of hair disappear, as well.

In general, hair systems are rendered in a simplified way.

I can't pinpoint the error(s) as I use a lot of separate hair systems in each file, but Curl , or some other function associated to general 'fluffiness', may have ceased to work.

EDIT: I'm more and more certain that the problem could be related to Curl, which is a great but rather unstable function to begin with (it interacts with weight paint in quite unpredictable ways). So I could imagine that it might be sensitive to general modification of the software.
Latest OctaneRender for Blender. Windows 10, i7 quad 3.7GHz, 16GB, 2xTitan.
justavisitor
Licensed Customer
Posts: 242
Joined: Sat Oct 05, 2013 5:34 pm

JimStar wrote:
[*] Fixed the animation rendering bug: rendering of sequence always stopped after the frame having meshes with degenerate polygons or singular matrices. (thanks to aLeXXtoR for report)
Did this bug also exist in version 2.21.1 - 7.7?

If yes, were there any workarounds?

I'm asking because I have to stay in 2.21.1 because of the new hair bug in 2.23.2 - 8.6, and I'm going to animate in June and July.
Latest OctaneRender for Blender. Windows 10, i7 quad 3.7GHz, 16GB, 2xTitan.
User avatar
aLeXXtoR
Licensed Customer
Posts: 294
Joined: Sat Oct 29, 2011 5:38 pm
Location: Russia, St. Ptetersburg
Contact:

Yep, It seem to be present in the previous versions.

Concerning the workarounds... One way that particularly fixed this problem was setting rendering all meshes as "Global" type. If the render process didn't even started, simple Octane Server restart helped.
Win 10 Pro 64bit | GeForce RTX 2070 SUPER 8Gb | AMD Ryzen 7 3700X | 32GB RAM
WebSite
Showreel
justavisitor
Licensed Customer
Posts: 242
Joined: Sat Oct 05, 2013 5:34 pm

aLeXXtoR wrote:Yep, It seem to be present in the previous versions.

Concerning the workarounds... One way that particularly fixed this problem was setting rendering all meshes as "Global" type. If the render process didn't even started, simple Octane Server restart helped.
Thank you, aLeXXtoR!

Unfortunately, most of my meshes have to be set to "Scattered" (there's a lot hair), so...
Latest OctaneRender for Blender. Windows 10, i7 quad 3.7GHz, 16GB, 2xTitan.
User avatar
aLeXXtoR
Licensed Customer
Posts: 294
Joined: Sat Oct 29, 2011 5:38 pm
Location: Russia, St. Ptetersburg
Contact:

justavisitor wrote:Unfortunately, most of my meshes have to be set to "Scattered" (there's a lot hair), so...
I thought so )) If they are "Scattered" does it mean that they don't have animation? If it is so try to convert them into a single mesh — it helps (but requires more system recources). If they are animated it seems right to use "movable" or "reshapable proxy" instead of "scatter".
Win 10 Pro 64bit | GeForce RTX 2070 SUPER 8Gb | AMD Ryzen 7 3700X | 32GB RAM
WebSite
Showreel
justavisitor
Licensed Customer
Posts: 242
Joined: Sat Oct 05, 2013 5:34 pm

aLeXXtoR wrote:
justavisitor wrote:Unfortunately, most of my meshes have to be set to "Scattered" (there's a lot hair), so...
I thought so )) If they are "Scattered" does it mean that they don't have animation? If it is so try to convert them into a single mesh — it helps (but requires more system recources). If they are animated it seems right to use "movable" or "reshapable proxy" instead of "scatter".
Thank you again. I did try to convert the hair systems - but like you say, it requires a lot of resources. And one frame takes 3-4 minutes to render already, so...

As for "Scattered" vs. "Global": As I understand it, hair should always be set to "Scattered", whether it's for stills or animations. I gave "Global" a try just now, but hair wasn't rendered at all...
Latest OctaneRender for Blender. Windows 10, i7 quad 3.7GHz, 16GB, 2xTitan.
Inciner
Licensed Customer
Posts: 57
Joined: Mon Oct 18, 2010 4:55 am
Location: Russia, Spb

Thank you !!
Яussian engineer (AutoCAD+LISP/Blender 2.69/3dsmax/Mypaint/GIMP) | win7x64 + GT525m DELL || win8x64 16Gb RAM 2x GTX 770
Post Reply

Return to “Blender”