OctaneRender for Carrara 3.03.03.20 [Test]

Carrara (Integrated Plugin developed by Sighman)
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

This is the recommended thread for downloading, and posting any questions, suggestions or support queries for OctaneRender for Carrara 3.0.

Carrara Version
Carrara 8.1 Pro (64bit) or later on Window Vista, 7, 8 or 10 64bit

Nvidia Driver Version
Nvidia drivers 353.x or later

Network Rendering
For Network Rendering, you must use the Octane slave release 3.02 available from the Development Build Releases subforum.

If you have a support issue, pls provide the following information:
- Operating System (ie. Win XP, Vista, 7, 8)
- Amount of RAM
- Graphics Card(s) - model (ie. GTX 580, 3GB)
- Nvidia driver version
- Carrara version
- OctaneRender for Carrara version (ie. 3.03.03.20)

- The most important part of resolving a problem is me being able to re-produce that problem. So pls provide as much detail as possible in order for me to do this, and if the problem is specific to the scene, send me the scene.

Download Links
Download the plugin from the following link:
- OctaneRender for Carrara 3.03.03.20 (64 bit)

Download the previous version from the following link:
- OctaneRender for Carrara 3.03.02.19 (64 bit)

Documentation
- https://docs.otoy.com/manuals/products/carrara/

Release Notes

Changed in 3.03.03.20
  • Compiled with Octane SDK 3.03.3
  • Added new Far Clip Depth and Swap Eyes properties to the Octane Camera's
  • Added new Visible Environment settings to Scene -> Octane Environment
Changed in 3.03.02.19
  • Fixed bug in Field of View calculation when production frame width is less than the production frame height.
Changed in 3.02.00.18
  • Integrated with Octane SDK 3.03.2.
Changed in 3.02.00.17
  • Fixed problem with detecting the end of a rendered frame.
Changed in 3.02.00.16
  • Fixed problem with render pass statistics not updating.
  • Fixed problem with animations not working if render passes (Multi-Layer) were enabled.
  • Made some cosmetic improvements to the ORVP status bar.
Changed in 3.02.00.15
  • Change algorithm used to generate clouds (the old version was generating too many unwanted artifacts).
  • Integrated with Octane SDK 3.02
Changed in 3.01.01.14 Changed in 3.0.20.13 Changes in 3.0.20.12
  • Fixed error that occurred when you assigned an Octane Object Layer modifier to a group.
  • Fixed the default medium used to render volumetric clouds.
  • Fixed the rendering of fountains.
  • Fixed the version number that is shown in the ORVP.
Changes in 3.0.20.11
  • Integrated with Octane SDK 3.0.0 [Release]
  • Fixed problem with Volumetric Clouds not rendering.
  • Set default volume step length (in Volume Medium) based on scene magnitude.
[/list]
Full Change Log
Last edited by Sighman on Tue Sep 06, 2016 7:09 pm, edited 8 times in total.
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

New update posted to this thread.
Carrara Clouds using 4D Perlin noise generator.
Carrara Clouds using 4D Perlin noise generator.
PerlinClouds6.gif (2.18 MiB) Viewed 8916 times
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

New update posted to this thread. (3.02.00.15)
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

New update posted to this thread. (3.02.00.16)
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

New update posted to this thread. (3.02.00.17)
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
dustrider
Licensed Customer
Posts: 175
Joined: Thu Oct 31, 2013 10:58 pm

Thanks Sighman!

I just upgraded to 3, and hopefully I'll have time to play.
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

Has anyone had any issues with using normal maps? I have a character which has normal maps available so I decided to try them out. They look fine in Carrara's renderer, but when I render in OR4C, it looks like the map for the hands or legs is being used for the torso, creating some nasty looking ridges where there shouldn't be any. I have double checked my materials, so this shouldn't be the case.
Edit: I tried deleting the Octane material I have set up and then copying from one of the zones that seems to work, this time the face. I replaced the face normal maps with the torso normal maps in the Octane material definition, however it now looks like it is still using the face maps!
2nd edit - I have found the issue! The "RGB Image" level had an image included with it at that level, so even though I was changing the texture map, it wasn't being recognised as it was being overridden by the higher level map. I hope that makes sense! Anyway, I know how to fix it now, change the "RGB Image" to a different type of texture and then change it back, then edit the texture map.
protovu
Licensed Customer
Posts: 476
Joined: Thu Sep 11, 2014 7:30 pm

Hi Simon,

Can I ask where we are with the Carrara particle emitter in this latest version?

Also, is there any functionality with the vertex hair simulator as shown in the attached image in earlier or this current Octane version? I cannot get it to work, encounter crashes and blank renders.

Thanks,
Rick


Phil, Thank you for the information on Normal Maps!
Attachments
vertex-sim-hair.png
Sighman
Octane Plugin Developer
Posts: 1112
Joined: Thu Jan 19, 2012 9:11 am
Location: Calgary, AB

Octane support for Particle Emitters is limited to mesh objects. The API does not provide any access to the point information for the other types of emitters so I cannot implement any other kind of support.

I am not aware of any hair issues. Can you post your sample scene?
Win8/64, I7-4770K (3.5Ghz) 24GB, GTX-980ti (6GB) / GTX-TITAN (6GB)
PhilW
Licensed Customer
Posts: 448
Joined: Fri Oct 25, 2013 9:33 am

I have no issues with using Carrara's dynamic hair with OR4C if that is what you mean. I have attached a recent example, this also uses 8000 replicated sequins on the dress.
Attachments
Olympia-SequinDress2Final.jpg
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