OctaneRender™ Standalone v1.0 beta2.58e (obsolete)

VIP Information, news and announcements regarding new Octane Render commercial products and releases.
Post Reply
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

Hi all,

The OctaneRender™ Team is pleased to announce the beta 2.58e release.

Changes introduced since 2.57

Quick material previews.

It is possible to enable quick previews of materials and textures inside the node
inspector. These will be rendered without interrupting the main render, and will
update automatically when the material or texture is changed. The scale of the
material can be updated as well.

There is a choice of a preview on a sphere and a flat 2D preview. The scale of
the object shown is customizable, and users can choose default settings in the
settings dialog.

New light source sampling.

In the new release light sources are sampled by power instead of by area.
This should work well in a wider range of scenes than our old area based sampling,
reducing the need to manually tweak the sample_rate parameter of the emitter. If
you have a scene where you have tweaked the sample_rates, you will have to do this
tweaking again for the new system.

Further tweaks to the node graph editor and node inspector.
  • Add application-wide shortcuts for cut, copy, paste and delete, and put these in the application menu.
  • Add dropping of macro and mesh files on the nodegraph editor.
  • Node pin connections are saved when saving multiple nodes.
  • Imlemented panning the node graph editor with the mouse.
  • Display empty node pins in the node inspector, and allow filling them in.
Other features and bug fixes.
  • Improved accuracy of smooth shading, especially for specular materials.
  • Added viewing of the UV mapping to the deep_image_channel kernel node.
  • Fixed using an UV mapped texture as emission texture.
  • Added command line option to specify a rendertarget to be used for rendering.
  • Implemented copying the rendered image to the clipboard.
  • Added scrollbars to the render view component when the image doesn't fit the display area.
  • Added context menu for Camera zoom picker: allow picking Z-depth as well.
  • Right mouse button works inside the render viewport on Mac OS.
  • Implemented opening OCS files with drag-and-drop.
  • Added aspect ratio lock to the resolution settings component.
  • Fixed crash when trying to stop a heavy render.
  • Connecting a node to the output node inside a macro node properly updates the rendering.
  • Fixed rendering more than 6400 samples via command line.
  • Added checks in OCS file loader to avoid crashes if some information is missing.
  • Fixed crash if a MTL file has an newmtl command without a material name.
  • Fixed crash when relinking an OBJ file replaces material pins without changing the pin count.
  • Fixed crash when a node without output pin is deleted using the delete menu item of the NodeStackItemComponent.


Known issues
  • The new Kepler architecture (GTX680, GTX690 and others) is not supported yet. We have not been able yet to get satisfactory performance with
    the new CUDA version required for these cards.
  • On Linux the PMC kernel doesn't work on pre-Fermi GPUs (i.e compute model 1.1 - 1.3) - we couldn't find the problem yet, which seems to be a compiler bug.

Download here:

Windows:
Self installing executables (including the TdrLevel registry patch recommended for new users)
- 64-bit32-bit

ZIP archives:
- 64-bit32-bit

MacOS X:
- 32-bit

Linux:
- 64-bit

Driver Requirements: This release was built with CUDA 4.0, which means that you need a recent enough NVidia driver (http://www.nvidia.com/page/drivers.html).
For Linux and Mac OS you also need to install the CUDA Toolkit 4.0 (http://developer.nvidia.com/cuda-toolkit-40).
For Mac OS you also need the latest CUDA 4.0 driver (http://www.nvidia.com/object/mac-driver-archive.html).


Yours,
The OctaneRender™ Team.
Draydin_r
Licensed Customer
Posts: 154
Joined: Fri May 13, 2011 2:34 am

Looking great! Thanks for the update guys, I'm looking forward to testing out the new light sampling!
Intel Core i7 CPU 6850K @ 3.60GHz 128.0 GB Ram / Win 10 64 bit / 1x GeForce RTX 3080
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

The light source sampling has been around since the first 2.58 release. We planned to have 2.58d as the next commercial release, but we decided make a small update first to solve a shading problem.

--
Roeland
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

Thanks for the prompt update roeland

Cheers

Jaba
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
User avatar
Jaberwocky
Licensed Customer
Posts: 976
Joined: Tue Sep 07, 2010 3:03 pm

roeland

I think there may be a problem with the 64bit windows zip file
You do not have the required permissions to view the files attached to this post.
CPU:-AMD 1055T 6 core, Motherboard:-Gigabyte 990FXA-UD3 AM3+, Gigabyte GTX 460-1GB, RAM:-8GB Kingston hyper X Genesis DDR3 1600Mhz D/Ch, Hard Disk:-500GB samsung F3 , OS:-Win7 64bit
User avatar
Interfaces
Licensed Customer
Posts: 213
Joined: Mon Jun 27, 2011 9:41 am
Location: FRANCE

FOR INFO : VERSION 2.58E OR 2.58D
You do not have the required permissions to view the files attached to this post.
User avatar
Proupin
Licensed Customer
Posts: 735
Joined: Wed Mar 03, 2010 12:01 am
Location: Barcelona
Contact:

The fix doesn't work for me, still the same wavyness without vertex normals...
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
User avatar
roeland
OctaneRender Team
Posts: 1822
Joined: Wed Mar 09, 2011 10:09 pm

Curved meshes with a low polycount were the most badly affected. The helmet has a much higher polycount than that sphere. The wavyness may be due to how Octane fills in vertex normals if they are missing in the file. I recommend exporting them from your modeling application. Is the watercolor effect also still there?

--
Roeland
User avatar
Proupin
Licensed Customer
Posts: 735
Joined: Wed Mar 03, 2010 12:01 am
Location: Barcelona
Contact:

Watercolor effect seem to have gone, but I'll let others confirm that. If it looks wavy with refractive materials due to lack of vertex normals, it should look wavy in a diffuse material with a texture as well, or doesn't it? It only looks this way if it refracts or reflects (subtle).

Exporting vn is fine but realize that exporting and importing times double when including them, and it's not fully compatible with some exporters that just don't include them. It seems like smoothing groups should be enough for rebuilding normals properly...
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
treddie
Licensed Customer
Posts: 739
Joined: Fri Mar 23, 2012 5:44 am

Just saw the update and will give it a try.
Win7 | Geforce TitanX w/ 12Gb | Geforce GTX-560 w/ 2Gb | 6-Core 3.5GHz | 32Gb | Cinema4D w RipTide Importer and OctaneExporter Plugs.
Post Reply

Return to “Commercial Product News & Releases (Download here)”