OctaneRender™ Standalone 1.53.1

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abstrax
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Location: Auckland, New Zealand

Hi all,

This is another maintenance update for 1.5, fixing bugs reported in the last couple of weeks.

EDIT: We fixed the script issues, plus a couple more. The latest version is 1.53.1. Sorry for the hassle.

Changes since version 1.52
  • Fixing incorrect bump rendering if transformed UV map was used.
  • Shifted the checker board by 0.5 along all 3 axis to avoid numerical problems with axis aligned planes going through the origin.
  • Fixed incorrect display of float inputs nodes when connected to multiple destination pins inside a graph.
  • Fixed precision problem if camera focal distance is set to a very low value.
  • Fixed broken camera aperture of the command line parameters.
  • Fixed crash when loading an Alembic file containing 2 point polygons.
  • Fixed crash in the geometry compiler when a mesh only contained degenerate primitives.
  • Fixed broken rendering of info channel kernel at high resolutions and with multiple GPUs.
  • Fixed edges of wire frame rendering when rendered without alpha channel.
  • Fixed rendering of objects inside scattering volumes when direct lighting is used in AO mode.
  • Removed parameter PROPS_RENDER_START.maxSamples and switched the parameter PROPS_RENDER_RESULT.samples to floating point numbers.
  • Added documentation for PROPS_IMAGE.
  • Fixed incorrect window focus when a script with UI is executed from the script editor on Linux.
  • Fixed flickering of the Standalone UI when a Lua script was loading a file.
Changes since version 1.53.1
  • Fixed error in octane.render.start affecting all animation render scripts.
  • Fixed crash bug if all polygons of a mesh node are degenerated.
  • Fixed incorrect values returned if a time past the end time is sampled.
  • Added octane.node.setArrayAnimator() and octane.node.setArrayAnimatorIx() to set animated array attributes.
Known issues

This build doesn't work on the new Maxwell cards yet (the GTX 750 and GTX 750 Ti). In the device preferences they show up as having compute model 5.0. Support for these cards will be added soon. If have to buy a new card and need it for rendering now, you should look up the compute capability (but not the performance) here: https://developer.nvidia.com/cuda-gpus. Only 2.x and 3.x are supported at the moment.


Download

Either download the release from the downloads section of your customer area or use these direct links:

Windows
- 64-bit installer
- 32-bit installer

MacOS X
- 32-bit and 64-bit installer

Linux
- 64-bit ZIP archive

Happy rendering,
Your OTOY NZ Team
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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Refracty
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Great, Thanks a lot Marcus
DayDreamer
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Joined: Fri Mar 07, 2014 10:00 pm

High five! Waiting for v2.0 ;)
CPU: 5930K i7, GPU: 2x iChill Nvidia 780Ti, 980, RAM:32GB, Win 7, SSD.
kavorka
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Posts: 1351
Joined: Sat Feb 04, 2012 6:40 am

Just opened up my scene that uses an alembic camera. In 1.52 I get a lot of shaking, and just scrubbing throught the slidder in 1.53, I don't see any jitter!!!
I need to render out to check, but looks very promising!
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
FoolooF
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Joined: Sun Mar 11, 2012 8:08 pm

Thanks for the update.
Inciner
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Joined: Mon Oct 18, 2010 4:55 am
Location: Russia, Spb

A very nice buxfixes! Thank you!
Яussian engineer (AutoCAD+LISP/Blender 2.69/3dsmax/Mypaint/GIMP) | win7x64 + GT525m DELL || win8x64 16Gb RAM 2x GTX 770
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matej
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Joined: Fri Jun 25, 2010 7:54 pm
Location: Slovenia

Thanks for the update.

One thing that is bothering me: if I want to save some material (node graph) the textures are either saved into the .orbx or copied over in some folder. This is in contrast to the .ocm where I could choose if I want to just link paths to image files or embed them. Could we have this functionality for .orbx too?

I have a central repository for textures and I don't want these files to be copied all over the place / each material for each project having it's own copy of textures, because that makes editing textures (and therefore materials) impossible.
SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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matej
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Location: Slovenia

Shouldn't generator textures, when plugged into a scattering pin of the Scattering node, modulate density of the fog volume? Because apparently they don't do anything.

In the below example having the fractal tex. plugged in, is the same as having 1.0 value
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SW: Octane 3.05 | Linux Mint 18.1 64bit | Blender 2.78 HW: EVGA GTX 1070 | i5 2500K | 16GB RAM Drivers: 375.26
cgmo.net
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glimpse
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Thanks for an update!
kavorka
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Joined: Sat Feb 04, 2012 6:40 am

I still have the same bug since after 1.2.

When checking or unchecking lock ratio for your resolution, it restarts your render. 1.2 doesnt do this.
Intel quad core i5 @ 4.0 ghz | 8 gigs of Ram | Geforce GTX 470 - 1.25 gigs of Ram
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